--- Log opened Wed Sep 01 00:00:11 2010 20100901 00:04:50-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100901 00:07:30-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 00:07:48-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100901 00:15:53-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote host closed the connection] 20100901 00:16:45-!- _jbx_ [~jbailey@12.190.80.225] has quit [Quit: When at last the work is done, it's time to dig another one.] 20100901 00:17:38-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 00:18:48-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has quit [Ping timeout: 240 seconds] 20100901 00:19:48< fabi> hi noy 20100901 00:20:04< noy> hello fabi 20100901 00:24:13-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100901 00:25:58< CIA-35> zookeeper * r46165 /trunk/data/campaigns/The_Rise_Of_Wesnoth/maps/ (A_Harrowing_Escape.map The_Midlands.map The_River_Road.map): Added some forested hills and beautified the maps of scenarios 3, 4a and 4b with new terrains. 20100901 00:27:44-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has joined #wesnoth-dev 20100901 00:27:49-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100901 00:33:53< CIA-35> zookeeper * r46166 /trunk/data/campaigns/The_Rise_Of_Wesnoth/maps/ (Clearwater_Port.map The_Oldwood.map): Made the Oldwood and Clearwater Port maps more winter-like. 20100901 00:37:38-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100901 00:44:12< fabi> noy: I want to put the loading of campaigns into a #ifndef MULTIPLAYER. I see no reason for loading the mainline campaigns in the multiplayer case and that solves some of my problems as well. 20100901 00:45:52< anonymissimus> back to turn x doesn't work in trunk 20100901 00:46:44< anonymissimus> goes to mainscreen instead and when clicking on load then to the turn it should have 20100901 00:48:45< shadowmaster> ah, I've seen that titlescreen persistency before, when it was still not available without --new-widgets 20100901 00:49:06< shadowmaster> it seems certain person didn't notice it/expects to fix it before the next release. 20100901 00:51:54-!- eleazzaar_ [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 00:51:54-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 00:51:55-!- eleazzaar_ is now known as eleazzaar 20100901 00:52:22-!- eleazzaar_ [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 00:52:22-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 00:52:22-!- eleazzaar_ is now known as eleazzaar 20100901 00:52:47< fabi> shadowmaster: Do you see a problem with no mainline campaign loading in multiplayer? 20100901 00:52:47-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 00:52:54-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 00:53:48< shadowmaster> argh, em dashes *shakes fist at Espreon* 20100901 00:53:48-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 00:54:21< shadowmaster> fabi: I just started a local non-networked game of LoW ep. 1 20100901 00:54:37< fabi> shadowmaster: Does it work? 20100901 00:54:59< shadowmaster> well, I get control of side 1 :) 20100901 00:55:07< shadowmaster> should I try actually playing a turn? 20100901 00:55:36< fabi> shadowmaster: Only if you like, what was your intention when starting the campaign? 20100901 00:55:58< shadowmaster> I thought you wanted me to check if they appeared in the maps list at all 20100901 00:56:41< shadowmaster> right now I can't play. I dropped my jaw and I'm stuck, hypnotized by eleazar's terrain improvements displayed in that first mpa. 20100901 00:56:52-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 00:56:59< shadowmaster> that forest road is gorgeous 20100901 00:57:07< shadowmaster> eleazzaar: ^ 20100901 00:57:17< fabi> shadowmaster: Right, I have introduced the new terrains to nearly all maps of LoW. 20100901 00:57:45< shadowmaster> anyway I can play. Maybe I should rty local networked instead. 20100901 00:57:58< fabi> shadowmaster: Let me commit my stuff first. 20100901 00:58:15< noy> fabi: so what you're proposing is that you could load a mainline campaing and play it in multiplayer? 20100901 00:58:59 * shadowmaster . O o (what good is running a vsync capable graphics server and window manager if wesnoth tears itself apart since it can't keep up with terrain animations and double-buffer uploads anymore?) 20100901 00:59:18< fabi> noy: No. Currently the loading mechanism includes the precessing of all mainline singleplayer campaigns when entering the multiplayer mode. I don't see any reason for that and want to guard the inclusion of the mainline singleplayer campaigns. 20100901 00:59:57< noy> I think thats actually a good idea... would it affect any UMCs that people play? 20100901 00:59:57< fabi> noy: That will speed up loading, save memory and remove namespace issues. 20100901 01:00:00< shadowmaster> I'm also experiencing weird glitches in which when running in windowed mode I can end up with the mouse pointer very far from the hex hilight frame. 20100901 01:00:07< noy> yes, I realize that 20100901 01:00:25< shadowmaster> I think a cooperative campaign mode is a good idea. 20100901 01:01:27< shadowmaster> hm, GUI stopped responding at all after quitting the LoW game. 20100901 01:01:44< fabi> noy: Not if mainline campaigns are coded right and undefine their local macros after usage. Maybe a UMC multiplayer extension does use a macro out of a mainline campaign will not have access to it anymore. But that is more or less a bug and not a feature. 20100901 01:02:01< noy> no problem then 20100901 01:02:30< fabi> noy: Okay, I commit it. Let's see if there are any side effects I am not aware off. 20100901 01:03:04< shadowmaster> fabi: you mean misfeature. UMCs shouldn't rely on any mainline campaigns since there are perfectly valid reasons for the existence of distributions in which they don't necesarily ship with the main wesnoth package. 20100901 01:03:23< shadowmaster> that's why I've always recommended copying image files or code over to UMCs if required. 20100901 01:03:25< fabi> shadowmaster: Right, that was my thought. 20100901 01:03:41< shadowmaster> (besides, relying on mainline campaign code means that any interface change will break the add-on) ;) 20100901 01:04:12< esr> fabi: I'm not sure. The portrait is clipped by the frame, if that's an indication. 20100901 01:04:46< shadowmaster> similarly I always advise against reuse of campaign textdomains, since only the core textdomains are guaranteed to be valid and available all the time. 20100901 01:05:04< fabi> esr: I have removed the picture and unlinked it in the only place wmlscope reported. 20100901 01:05:19< shadowmaster> that's one of the checks performed by my script on wesnoth-umc-dev, textdomain sanity -- maybe that should be merged into wmllint at some point. 20100901 01:05:31< fabi> esr: There are still some wmllint errors reported I don't know how to handle, maybe you take a look at those? 20100901 01:05:48< esr> fabi: Wait.... 20100901 01:08:26< CIA-35> fendrin * r46167 /trunk/data/_main.cfg: Excluded the mainline campaigns from the multiplayer wml tree loading. 20100901 01:08:29< fabi> noy: ^ 20100901 01:08:54< noy> sounds good 20100901 01:09:03< noy> just ask a few other people... 20100901 01:09:07< noy> I'm not an expert on this 20100901 01:09:57< CIA-35> fendrin * r46168 /trunk/data/multiplayer/_main.cfg: Added the parsing of LoW in MULTIPLAYER mode. 20100901 01:10:09< shadowmaster> fabi: er, tell me when you are finished :) 20100901 01:10:36< fabi> shadowmaster: Finished. That was all. 20100901 01:11:34< fabi> shadowmaster: Note that you are able to select every LoW scenario in multiplayer mode directly as campaign start when wesnoth is executed with --debug. 20100901 01:12:28< shadowmaster> LoW was initially at the bottom of the list, now it's at the top 20100901 01:13:03< shadowmaster> and I think you didn't rovide the correctly formatted name for part 3. 20100901 01:13:32< fabi> shadowmaster: Both is true. 20100901 01:13:36< shadowmaster> The description is correct, but the title "Costly Revenge" lacks the "part 3" part, etc. 20100901 01:14:03< fabi> shadowmaster: Right, I have polished the entry to chapter 2. Three is still on the TODO. 20100901 01:15:17< shadowmaster> fabi: okay, bug. 20100901 01:15:20< CIA-35> esr * r46169 /trunk/data/ (4 files in 3 dirs): Partial wmllint cleanup. 20100901 01:15:26< esr> fabi: Working on it. 20100901 01:15:37< shadowmaster> I started part 2 with 1 local player (the game host), 1 networked player, and 1 AI player 20100901 01:15:54< shadowmaster> both the host and the network player have got to the gamemap view. 20100901 01:16:08< shadowmaster> however, the game doesn't seem to give the control to side 1 ever. It just sits there idle. 20100901 01:16:31< shadowmaster> and the MP side leaders are missing from the map 20100901 01:16:52< fabi> shadowmaster: Are there any units on the map? 20100901 01:17:08< shadowmaster> only what seems to be the enemy sides 20100901 01:17:10< shadowmaster> the blue and green saurians 20100901 01:17:24< fabi> shadowmaster: Right, you don't have a savegame. 20100901 01:17:26< shadowmaster> this testing with two instances of 1.9.x at HEAD minus r46169, connected to a HEAD wesnothd instance on localhost 20100901 01:17:38< shadowmaster> ah, I need a savegame? it should tell me that! :P 20100901 01:18:24< fabi> shadowmaster: You should get a message when the savegame is missing, telling you to play chapter one first. But I plan to remove that. I think it might get broken by some last changes (the triggering of the message) 20100901 01:18:49< shadowmaster> yeah, I didn't get such message, unless it was in the storyscreen, which I unconsciously skipped. 20100901 01:19:03< shadowmaster> also, the first titelscreen for chapter one has visible \n strings in the title 20100901 01:19:23< fabi> shadowmaster: The problem with persistent variables is, they can't get accessed our defined before side 1 turn 1 20100901 01:19:25< shadowmaster> I don't think I ever made it explicit that storyscreen titles don't use Pango markup 20100901 01:19:49< alink> fabi: mmmh campaign data are only parsed if a campaign define is used like CAMPAIGN_SON_OF_THE_BLACK_EYE 20100901 01:20:24< shadowmaster> I see kalenz' portrait in the storyscreen so it must be working 20100901 01:20:25< alink> there is no much outside of #ifdef CAMPAIGN_SON_OF_THE_BLACK_EYE 20100901 01:20:29< shadowmaster> just makes me want to smack him in the face 20100901 01:21:11< shadowmaster> okay, I'm in. 20100901 01:21:18< fabi> alink: True, so it is just my own problem. 20100901 01:21:29< shadowmaster> if you want to observe, my IP is 186.9.51.191 right now 20100901 01:21:43< fabi> alink: Do you think the exclusion does hurt in any way? 20100901 01:22:05< shadowmaster> I'm using a locally hosted wesnothd instance because it didn't occur to me to use the w.o trunk instance. 20100901 01:22:26< alink> no, but depend how work multiplayer campaign 20100901 01:23:28< fabi> alink: I currently include LoW implicitly in the _main.cfg of the multiplayer folder. 20100901 01:23:59< fabi> alink: Which was not necessary before the exclusion of the campaigns. 20100901 01:24:20< shadowmaster> seems to work and I'm at turn 2. 20100901 01:24:48-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 240 seconds] 20100901 01:25:24< fabi> shadowmaster: If you want to test the persistence, start wesnoth with --debug, select LoW scenario 7 as the mp scenario. Recruit some units or debug create them, :n should end the campaign. After that you have a persistent save. 20100901 01:25:37< shadowmaster> loading saved games in MP is really slow for some reason 20100901 01:25:45< alink> how do you mark a campaign as multiplayer ? 20100901 01:27:19< shadowmaster> moved my local game to the trunk server at wesnoth.org 20100901 01:27:41< shadowmaster> now trying persistence with a non-networked local game in a third instance... 20100901 01:28:54< fabi> alink: Well, I don't do that. There is nothing to mark. All you can do is #ifdef MULTIPLAYER [Multiplayer] #else [Scenario] #endif 20100901 01:29:01< shadowmaster> scenario 7 is Elves' Last Stand, right? 20100901 01:29:10< fabi> Right. 20100901 01:29:40-!- stikonas [debian-tor@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100901 01:30:09< alink> and does a multiplayer campaign define both CAMPAIGN_LOW and MULTIPLAYER, or just MULTIPLAYER ? 20100901 01:30:12< shadowmaster> nice maps, but I see coastal reefs in what appears to be the interiors of a great continent, eh? ;) 20100901 01:30:38< shadowmaster> MULTIPLAYER is not defined by WML. 20100901 01:30:52< shadowmaster> #ifdef'd is probably what you mean 20100901 01:31:01< fabi> shadowmaster: Yes, I have used them as cataract as well. 20100901 01:31:17< alink> I mean the c++ code aito add these define it when launching a multi campaign 20100901 01:31:31< fabi> alink: Right. 20100901 01:31:32< alink> s/it/ 20100901 01:31:51< alink> s/aito/auto 20100901 01:32:06-!- ancestral [~ancestral@mobile-166-137-140-122.mycingular.net] has joined #wesnoth-dev 20100901 01:32:27< alink> because if both CAMPAIGN_LOW and MULTIPLAYER are used, we parse the data twice. maybe use an elseif there 20100901 01:32:28< shadowmaster> er, wow, the mouse goes really out of sync with the wesnoth window here. I guess it's not really a wesnoth bug... 20100901 01:32:58< shadowmaster> I've just made my session unusable, somehow. 20100901 01:33:57< fabi> alink: Hmmm, I believe they are exclusive. 20100901 01:34:32< alink> ok then, I know nothing about multi campaign :) 20100901 01:34:45< shadowmaster> fabi: MP Landar in scenario 7 starts far from his keep, btw 20100901 01:35:02< fabi> shadowmaster: Oh, I will fix that right now. 20100901 01:35:11< fabi> alink: :-) 20100901 01:35:24< shadowmaster> just enough to reach it in less than a turn, anyway 20100901 01:35:46< fabi> fabi: I am not an expert myself. But I guess there is nobody knowing more about it right now, at least not from the campaign coders perspective. 20100901 01:35:52< fabi> alink: ^ 20100901 01:36:48< alink> fabi: btw a good thing with your change is that it seems that the tutorial campaign directory was not protected by #ifdef TUTORIAL 20100901 01:37:17-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has joined #wesnoth-dev 20100901 01:37:18< shadowmaster> I think persistence works. 20100901 01:37:26< alink> mm which maybe mean that tutorial is parsed twice when playing it ? 20100901 01:38:05< fabi> alink: Right, it should be handled like every other campaign, shouldn't it? 20100901 01:38:22< Bob_The_Mighty> anyone know why [teleport] might cause oos? 20100901 01:38:29< shadowmaster> preferably. Hardcoded stuff sucks 20100901 01:38:49< shadowmaster> we're aiming for modularization after all. 20100901 01:39:16< alink> fabi: I think so, at least on the c++ side IIRC it assumed that, but the WML in _main.cfg use a special way 20100901 01:40:25< shadowmaster> fabi: yes, persistency works. 20100901 01:40:28< shadowmaster> at least locally. 20100901 01:41:40-!- ancestral [~ancestral@mobile-166-137-140-122.mycingular.net] has quit [Quit: Smell ya later!] 20100901 01:42:15-!- mysticX [uplx@85.17.222.12] has quit [Quit: Leaving.] 20100901 01:42:21< fabi> shadowmaster: We can test it online if you like. 20100901 01:42:30< alink> no, tutorial is not parsed twice, not sure why, maybe because of the missing _main.cfg. Depends how directory recursion works 20100901 01:42:31< shadowmaster> sure 20100901 01:44:48-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 20100901 01:45:58< alink> fabi: btw since there is now a repetition in LoW _main.cfg, perhaps simply use #ifdef MULTIPLAYER #define CAMPAIGN_LOW #define HARD ... 20100901 01:47:02< alink> mmh but now I see that you need to add an #ifdef MULTIPLAYER #undef HARD too 20100901 01:47:20< alink> because HARD is now defined globally in multi 20100901 01:48:14< fabi> alink: That is intentional. MULTIPLAYER can only be played in HARD and at least one of the triple must be active for the campaign to work. 20100901 01:49:23< alink> but what if another multi campaign use a different difficulty ? 20100901 01:50:26-!- ancestral [~ancestral@mobile-166-137-140-122.mycingular.net] has joined #wesnoth-dev 20100901 01:50:57< alink> anyway what i mean is that this HARD should be local to LoW not to the whole #ifdef MULTIPLAYER, so just undef it at the end 20100901 01:51:26< fabi> alink: Right, that is a good point. 20100901 02:01:05< shadowmaster> alink: any idea about what could be the cause of https://gna.org/bugs/?16609 ? 20100901 02:01:38< shadowmaster> even better, how about you tell me why it doesn't appear in the bug tracacker?! 20100901 02:02:51< shadowmaster> the last entry is #16603 when #16609 clearly exists 20100901 02:03:21< shadowmaster> ah, htting "reset to all open bugs" fixed it. somehow. 20100901 02:06:13-!- ancestral [~ancestral@mobile-166-137-140-122.mycingular.net] has quit [Quit: Smell ya later!] 20100901 02:12:43< shadowmaster> never, ever again I'll clone forum Global Announcements. 20100901 02:18:46-!- Blueblaze [~Blueblaze@adsl-99-185-11-40.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100901 02:23:05< eleazzaar> Note: for those having trouble with the frame rate, i've added some alternate lines in terrain-graphics.cfg 20100901 02:23:09-!- PeterPorty [~Pete@pc-218-249-120-200.cm.vtr.net] has quit [Quit: familly sucks] 20100901 02:23:29< eleazzaar> search for ">>>", and follow the simple instructions to comment out some lines and un-comment others 20100901 02:27:17< shadowmaster> arguably it does something akin to the Advanced preferences Map animations checkbox, except just affecting water terrains 20100901 02:28:13< shadowmaster> I'm not convinced that the terrain themselves are the only major factor impacting render performance 20100901 02:29:30< shadowmaster> halos, standing animations, random idle checks in the main events loop (such as checking adjacent units to decide whether someone should play his unit idle anim or not), the animated nature of the map even if it's displaying only static terrains 20100901 02:32:06-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 02:32:15< shadowmaster> that is, even after disabling everything, I get less performance on a system with a dual core 64-bits Athlon CPU and 4 GB of RAM running Debian Squeeze with Linux 2.6.35.4, than with Wesnoth 1.1.2 on an Intel Celeron 1.3 GHz CPU with 256 MB of RAM running openSUSE 10.0 with Linux 2.6.13. 20100901 02:32:35< shadowmaster> so it's really become more of a problem inherent to wesnoth's ever expanding nature 20100901 02:33:31< shadowmaster> with the double-buffered render being the main bottleneck, at least from a subjective PoV 20100901 02:38:30-!- StealthyCoin [~StealthyC@hawknet-wireless-gw-ext.cabrillo.edu] has quit [Quit: StealthyCoin] 20100901 02:42:21-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100901 02:43:08-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100901 02:45:26< alink> shadowmaster: to be fair you need to compare with 1.8, since 1.9.0 is clearly not optimized 20100901 02:46:11< shadowmaster> :P 20100901 02:46:17< shadowmaster> 1.8 doesn't perform well either. 20100901 02:46:24< shadowmaster> neither did 1.6. 20100901 02:46:41< shadowmaster> it gets worse every cycle, of course. 20100901 02:48:15< alink> that's a point of view, we display more things, so yeah it uses more power 20100901 02:48:31< gabba> alink, Soliton: Bug fixes come first of course, but I'd like to get multi-turn planning working pretty soon with the whiteboard 20100901 02:49:04< alink> a fair test would be disable in 1.8 everything not present in 1.1 and then check 20100901 02:49:31< shadowmaster> how do you disable layered rendering? ;) 20100901 02:49:52< alink> layered rendering doesn't cost much 20100901 02:50:15< shadowmaster> it seemed to impact performance a lot for me when it was introduced in 1.5.x 20100901 02:50:36< shadowmaster> even wit static units, since this is before standing anims became a standard 20100901 02:50:37< alink> out-of-hex units was a new big cost of 1.6, so use only small units not on keep for example 20100901 02:51:42< alink> layered should not have impact because we just change the order of blit (terrain, unit, terrain), but there is maybe few more terrain image 20100901 02:52:19< alink> OTOH foreground terrain is usually mostly transparent, so should be fast to blit 20100901 02:53:10< alink> of course, that's only the theory, it is probable that the code doing that is not 100% efficient 20100901 02:54:48< alink> that's why I am not sure that rendering itself is the bottleneck. But the only way to verify is to hunt all useless redraw, and see what blitting only what needed costs 20100901 02:55:20< alink> gabba: ok 20100901 02:56:39< gabba> alink: I kind of ignored waypoints when coding, since they didn't seem to serve any purpose yet 20100901 02:57:24< alink> gabba: they are only truly needed for rare cases and for meticulous players 20100901 02:57:38< alink> s/and/or 20100901 02:57:43< gabba> but the interface doesn't support them yet, isn't it? 20100901 02:57:53< alink> yes it is working in 1.8 20100901 02:58:23< alink> not advertised enough probably, because I considered not polished enough. 20100901 02:58:39< alink> but they work fine so I let them in the realease 20100901 02:59:10< alink> it should even works with WB ;) 20100901 03:00:25< alink> the new villages-grabbing feature may create more interest, though 20100901 03:01:19< alink> I wish to restart to work on it soon, but I a swamped in big performance projects 20100901 03:01:26< alink> s/a/am 20100901 03:02:09< alink> OTOH WB will probably make them redundant at some point 20100901 03:03:24-!- joo|sleep is now known as joo 20100901 03:05:49< fabi> shadowmaster: I can't reproduce the error. It seems that your persistent savefile is somehow corrupt. Can you publish it on pastebin, please? 20100901 03:08:37< shadowmaster> you know you work on text terminals too much when you feel too lazy to paste on a pastebin and instead think about scp at first 20100901 03:09:13< shadowmaster> I could have scp'd to my server actually 20100901 03:09:34< shadowmaster> fabi: http://pastebin.com/n2TSgg5a 20100901 03:10:46< fabi> shadowmaster: Hmmm, looks fine. 20100901 03:11:07< shadowmaster> well, it does work locally 20100901 03:11:13< shadowmaster> and also for locally hosted networked games 20100901 03:13:00< shadowmaster> anyway, afk now 20100901 03:25:01-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 03:28:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 03:48:20-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Quit: Leaving] 20100901 03:51:28< CIA-35> esr * r46170 /trunk/data/tools/wmllint: Deal gracefully with conditional [scenario]/[multiplayer] tag nesting. 20100901 03:52:31-!- noy_ [~Noy@70.70.255.54] has joined #wesnoth-dev 20100901 03:52:31-!- noy_ [~Noy@70.70.255.54] has quit [Changing host] 20100901 03:52:31-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 03:56:41-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 265 seconds] 20100901 03:56:42-!- noy_ is now known as noy 20100901 04:00:28-!- Elvish_Pillage2 [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 252 seconds] 20100901 04:01:37-!- fangism is now known as fangism-hungry 20100901 04:02:40-!- ancestral [~ancestral@174-20-87-233.mpls.qwest.net] has joined #wesnoth-dev 20100901 04:06:05-!- StealthyCoin [~StealthyC@c-98-248-160-113.hsd1.ca.comcast.net] has joined #wesnoth-dev 20100901 04:06:38-!- StealthyCoin [~StealthyC@c-98-248-160-113.hsd1.ca.comcast.net] has quit [Client Quit] 20100901 04:12:42-!- ancestral [~ancestral@174-20-87-233.mpls.qwest.net] has quit [Quit: Smell ya later!] 20100901 04:20:35-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100901 04:24:12< CIA-35> gabba * r46171 /trunk/src/whiteboard/ (6 files): 20100901 04:24:12< CIA-35> Whiteboard: decrement a unit's number of attacks when the future unit map is built. 20100901 04:24:12< CIA-35> Also charge the unit the attack's movement cost if applicable. 20100901 04:24:12< CIA-35> Fixes bug #16554. 20100901 04:25:04-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100901 04:27:09-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 04:28:00< CIA-35> eleazar * r46172 /trunk/ (4 files in 2 dirs): Adding new terrain 'Muddy Quagmire' (Sm) which is a plant-less alias of the swamp. Currently it appropriates existing graphics, so looks similar to the ford. 20100901 04:39:26-!- Upth [ogmar@adsl-75-26-180-45.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100901 04:41:59-!- Upthorn [ogmar@adsl-75-26-160-183.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20100901 04:43:02-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 04:43:29-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100901 04:44:03-!- Ivanovic_ [~ivanovic@dtmd-4db2bd43.pool.mediaWays.net] has joined #wesnoth-dev 20100901 04:44:08-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 04:45:01-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Ping timeout: 265 seconds] 20100901 04:45:38-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20100901 04:46:01-!- Ivanovic_ is now known as Ivanovic 20100901 04:51:26-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 04:53:41-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 04:57:35-!- Upthorn [ogmar@adsl-75-26-202-198.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100901 05:01:20-!- Upth [ogmar@adsl-75-26-180-45.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100901 05:02:34-!- fangism [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100901 05:03:25-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 05:04:18-!- fangism-hungry [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 245 seconds] 20100901 05:26:46< CIA-35> esr * r46173 /trunk/data/campaigns/ (5 files in 3 dirs): wmllint cleanup. 20100901 05:42:16-!- anonymissimus [~chatzilla@HSI-KBW-095-208-088-086.hsi5.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.2/20100316074819]] 20100901 05:57:52-!- Blueblaze [~Blueblaze@adsl-99-188-135-245.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100901 05:57:59< CIA-35> gabba * r46174 /trunk/src/whiteboard/recall.cpp: Whiteboard: comment 20100901 05:58:07< CIA-35> gabba * r46175 /trunk/ (5 files in 2 dirs): Whiteboard: show recruit cost on planned recruits and recalls. New experimental feature. 20100901 05:58:12< CIA-35> gabba * r46176 /trunk/changelog: Whiteboard: added changelog entry for r46171 20100901 05:58:37-!- wesbot changed the topic of #wesnoth-dev to: 149 bugs, 296 feature requests, 14 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100901 06:04:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20100901 06:04:20-!- Gambit [~Gambit@unaffiliated/gambit] has quit [Remote host closed the connection] 20100901 06:06:14< gabba> Ivanovic: my blocker bug is fixed, so as far as I'm concerned everything's clear for 1.9.1 20100901 06:06:39-!- gabba [~gabba@wesnoth/developer/gabba] has left #wesnoth-dev [] 20100901 06:09:40< CIA-35> esr * r46177 /trunk/data/tools/wesnoth/wmltools.py: Make "global" a legal actual value for arguments of type SIDE. 20100901 06:09:48< shadowmaster> no, not everything's clear for 1.9.1! titlescreen regressions! (even if Mr. M would kill me for the comment) 20100901 06:10:17< shadowmaster> my last filed bug is also a rather important issue regarding singleplayer debug commands and MP in-game chat usability 20100901 06:11:17< shadowmaster> okay okay, that's not a real blocker, but the other regressions are 20100901 06:11:27-!- Blueblaze [~Blueblaze@adsl-99-188-135-245.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100901 06:11:56< shadowmaster> it really depends on your definition of blocker, since that bug combined with the default hotkeys won't do any good 20100901 06:18:54-!- Upth [ogmar@75.26.183.68] has joined #wesnoth-dev 20100901 06:22:14-!- Upthorn [ogmar@adsl-75-26-202-198.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 258 seconds] 20100901 06:24:03< CIA-35> esr * r46178 /trunk/data/core/terrain-graphics/internal-generic.cfg: Suppress a type-mismatch warning. 20100901 06:29:47-!- eleazzaar [~jbjerk@ppp-70-226-225-180.dsl.spfdil.ameritech.net] has quit [Quit: eleazzaar] 20100901 06:36:06-!- ancestral [~ancestral@mobile-166-137-141-252.mycingular.net] has joined #wesnoth-dev 20100901 06:59:00-!- ancestral [~ancestral@mobile-166-137-141-252.mycingular.net] has quit [Quit: Smell ya later!] 20100901 07:13:35-!- silene [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has joined #wesnoth-dev 20100901 07:13:35-!- silene [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has quit [Changing host] 20100901 07:13:35-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100901 07:38:04-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Quit: S3] 20100901 07:39:26-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20100901 08:41:51-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100901 08:53:29-!- OP [OP@unaffiliated/op] has quit [] 20100901 08:55:34-!- stikonas [debian-tor@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100901 08:57:50-!- OP [OP@unaffiliated/op] has joined #wesnoth-dev 20100901 09:01:41-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100901 09:03:48-!- eleazzaar [~jbjerk@ppp-70-226-212-24.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 09:10:51-!- euschn [~eugen@wesnoth/developer/euschn] has joined #wesnoth-dev 20100901 09:13:50-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100901 09:22:46-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has joined #wesnoth-dev 20100901 09:26:49-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 272 seconds] 20100901 09:29:31< Soliton> yeah, i'd consider that input bug a blocker, too. 20100901 09:44:19 * Rhonda gulps. 20100901 09:44:37< Rhonda> https://flattr.com/thing/56371/The-Battle-for-Wesnoth already has 17 flattrs 20100901 10:00:20-!- Ivanovic [~ivanovic@dtmd-4db2bd43.pool.mediaWays.net] has quit [Changing host] 20100901 10:00:20-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100901 10:01:42< Ivanovic> moin 20100901 10:12:01< zookeeper> eleazzaar, the new bog is missing the editor icon image 20100901 10:14:43-!- krotop [~kvirc@smj33-1-82-233-64-163.fbx.proxad.net] has joined #wesnoth-dev 20100901 10:15:23-!- krotop [~kvirc@smj33-1-82-233-64-163.fbx.proxad.net] has quit [Client Quit] 20100901 10:24:07-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has quit [Ping timeout: 240 seconds] 20100901 10:25:20-!- stikonas [debian-tor@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100901 10:33:11< CIA-35> eleazar * r46179 /trunk/data/core/images/terrain/swamp/mud-tile.png: missing image for last commit. 20100901 10:37:45-!- eleazzaar [~jbjerk@ppp-70-226-212-24.dsl.spfdil.ameritech.net] has quit [Quit: eleazzaar] 20100901 10:38:51< Ivanovic> Soliton: input bug? 20100901 10:43:15< Soliton> https://gna.org/bugs/?16609 20100901 10:44:02< Soliton> https://gna.org/bugs/?16606 is already fixed, right? 20100901 10:59:10-!- eleazzaar [~jbjerk@ppp-70-226-212-24.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 11:01:19< Ivanovic> Soliton: hmm, could be that 16606 is fixed 20100901 11:02:08-!- loonybot [~loonybot@ppp79-139-139-222.pppoe.spdop.ru] has joined #wesnoth-dev 20100901 11:02:08-!- loonybot [~loonybot@ppp79-139-139-222.pppoe.spdop.ru] has quit [Changing host] 20100901 11:02:08-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100901 11:03:06-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100901 11:06:21-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 11:45:43-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has joined #wesnoth-dev 20100901 12:03:09-!- eleazzaar [~jbjerk@ppp-70-226-212-24.dsl.spfdil.ameritech.net] has quit [Quit: eleazzaar] 20100901 12:25:14-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100901 12:25:41-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100901 12:50:50-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20100901 13:02:25-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100901 13:22:40-!- Skystriker [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has quit [Ping timeout: 265 seconds] 20100901 13:33:50-!- Gallaecio [~quassel@225.189.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev 20100901 14:00:22 * zookeeper has been trying to write a single SLF for >2h 20100901 14:27:20< Ivanovic> zookeeper: have you considered to get some sleep? 20100901 14:27:22< Ivanovic> might help 20100901 14:27:28< Ivanovic> ;) 20100901 14:28:23< zookeeper> no, i doubt it would 20100901 14:29:51-!- Gambit [~Gambit@pa-67-234-126-121.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100901 14:29:51-!- Gambit [~Gambit@pa-67-234-126-121.dhcp.embarqhsd.net] has quit [Changing host] 20100901 14:29:51-!- Gambit [~Gambit@unaffiliated/gambit] has joined #wesnoth-dev 20100901 14:30:20< Ivanovic> then it is probably a freaking insane and complex SLF 20100901 14:31:27< zookeeper> oh yeah 20100901 14:33:08< zookeeper> i'm trying to find the locations which are at the very edge of side 1's vision range and also as close as possible to $x1,$y1 20100901 14:33:20< zookeeper> i think i'm just gonna make some sort of a brute force loop... 20100901 14:40:47-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20100901 15:01:54-!- fkhodkov [~fedor76@ppp-78-24-25-56-bras0.istra.ru] has joined #wesnoth-dev 20100901 15:09:24-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has quit [Remote host closed the connection] 20100901 15:10:00-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100901 15:17:36-!- shadowm_subway [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100901 15:18:25-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has joined #wesnoth-dev 20100901 15:22:40< shadowm_subway> ohhh, a sane wifi access point that forwards 113/tcp (identd) to clients! 20100901 15:23:53< shadowm_subway> and apparently the battery charge cycle is working correctly after removing the ACPI DSDT patch. hmm. 20100901 15:30:30-!- shadowm_subway [ignacio@wesnoth/developer/shadowmaster] has quit [] 20100901 15:30:38-!- anonymissimus [~chatzilla@HSI-KBW-095-208-088-086.hsi5.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20100901 15:35:03-!- Gallaecio [~quassel@225.189.60.213.dynamic.mundo-r.com] has quit [Remote host closed the connection] 20100901 15:36:09-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Ping timeout: 258 seconds] 20100901 15:36:22-!- stikonas [debian-tor@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100901 15:38:55 * Soliton . o O (as if identd had anything to do with sanity..) 20100901 15:52:35-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20100901 16:07:04-!- _jbx_ [~jbailey@12.190.80.225] has joined #wesnoth-dev 20100901 16:17:53-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100901 16:24:18-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Quit: Leaving] 20100901 16:24:54-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 16:30:34-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20100901 16:34:43-!- stikonas [debian-tor@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100901 16:36:54-!- stikonas [debian-tor@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100901 16:41:46< anonymissimus> Gambit: comments on your [gold] patch 20100901 16:42:16< anonymissimus> if not side_list then... you already know 20100901 16:46:14< anonymissimus> and maybe better search for pattern "everything between two commas" 20100901 16:46:29< anonymissimus> look in the unit overlay function how silene does it 20100901 16:50:15< Gambit> anonymissimus: Thanks 20100901 16:51:15< anonymissimus> also maybe use the or helper.wml_error syntax if the side_list is not given in the right format by the wml author 20100901 16:55:39-!- Skystriker [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has joined #wesnoth-dev 20100901 16:57:35-!- Crab_ [~Crab@wesnoth/developer/crab] has joined #wesnoth-dev 20100901 16:59:32-!- dtiger [~dtiger@dynamic-vpdn-213-184-233-10.telecom.by] has joined #wesnoth-dev 20100901 17:02:04< CIA-35> zookeeper * r46180 /trunk/data/campaigns/The_Rise_Of_Wesnoth/scenarios/04a_The_River_Road.cfg: Changed the scorpion ambushes so that they'll always spawn at the very edge of the player's vision range on the next turn start after the player has stepped near the trigger location. 20100901 17:02:06< zookeeper> woo. \o/ spent practically the whole day on that. 20100901 17:02:50< zookeeper> i might actually document that huge mess after i've regained my mana... 20100901 17:04:15< zookeeper> these kind of tweaks are pretty interesting to do though, i learn new tricks every time 20100901 17:10:08-!- Upth [ogmar@75.26.183.68] has quit [Ping timeout: 245 seconds] 20100901 17:14:42-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 17:15:33-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 17:20:03-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 17:23:53-!- Bocom [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: No route to host] 20100901 17:27:47-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Ping timeout: 240 seconds] 20100901 17:30:12-!- Bocom [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100901 17:41:54-!- euschn [~eugen@wesnoth/developer/euschn] has quit [Quit: Leaving.] 20100901 17:48:19-!- Elvish_Pillage2 [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20100901 17:59:56-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100901 18:05:18-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 18:06:25< fabi> Crab_: hi crap 20100901 18:06:38-!- fabi is now known as fendrin 20100901 18:07:42< zookeeper> ... 20100901 18:09:06-!- fangism2 [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100901 18:10:27-!- fangism [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 240 seconds] 20100901 18:10:30< zookeeper> btw, it seems that the map editor button in the title screen has changed to "Editor" whereas it used to be "Map Editor" 20100901 18:10:53-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has joined #wesnoth-dev 20100901 18:11:24< eleazzaar> probably wise to leave it "map editor" since we already have people expecting/wanting it to edit much more than maps 20100901 18:11:35< Crab_> fabi: hello 20100901 18:11:41< zookeeper> eleazzaar, exactly 20100901 18:14:13< eleazzaar> zookeeper: you noted the recent addition of tropical colored deep water? 20100901 18:15:57< zookeeper> eleazzaar, yeah. i haven't really checked what it looks like though 20100901 18:19:44< fendrin> Crab_: Do you have some time to test LoW's persistence feature? 20100901 18:21:43< Crab_> no, not at this time, but , at the weekend, yes 20100901 18:24:11< fendrin> hi Bob_The_Mighty 20100901 18:24:20< Bob_The_Mighty> hello fendrin 20100901 18:25:19< zookeeper> Crab_, since [store_side] doesn't store side.controller in an OOS-proof way, is there any way to make an AI somehow reveal itself as an AI in such a way that all clients can see it? 20100901 18:25:53< zookeeper> i'm guessing not, since i don't think AIs can yet use custom menu items, but... 20100901 18:26:19< Crab_> zookeeper: yes, we can code it, note that :droid can change the ai/nonai status 20100901 18:27:13< CIA-35> eleazar * r46181 /trunk/data/campaigns/Heir_To_The_Throne/maps/ (04_The_Bay_of_Pearls.map 05b_Isle_of_the_Damned.map): added tropical ocean to a couple maps. 20100901 18:28:05< Bob_The_Mighty> i was getting oos when the host teleported a unit as a result of an event using a side.controller equals human check. the other players did not see the teleport. 20100901 18:28:53< zookeeper> eleazzaar, note that both maps exist in TRoW too 20100901 18:29:14< Bob_The_Mighty> I don't suppose there anything i can put in a SUF to check if the unit is ai controlled or not? 20100901 18:29:25< eleazzaar> zookeeper: identically? 20100901 18:30:26< zookeeper> eleazzaar, unfortunately not 20100901 18:30:53< zookeeper> geographically identical, but the amount of trees and stuff can vary since they're some hundred years apart 20100901 18:37:08< eleazzaar> BoP too? i can't find it 20100901 18:39:05< zookeeper> eleazzaar, it's "a new land" 20100901 18:39:18< anonymissimus> Bob_The_Mighty: a lua_function could do that 20100901 18:39:46< zookeeper> anonymissimus, are you sure? AFAIK the problem is that the remote clients just don't know if another side is controlled by a human or AI 20100901 18:40:00< zookeeper> i don't know much about that stuff though, so i might be wrong 20100901 18:40:02< Bob_The_Mighty> care to laboriously elaborate? 20100901 18:40:39< anonymissimus> > I don't suppose there anything i can put in a SUF to check if the unit is ai controlled or not? yes I am sure 20100901 18:40:47-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20100901 18:41:14< anonymissimus> in wml you can't check whether side.controller==human in a SUF but in a lua_function you can do that and return true 20100901 18:41:18< anonymissimus> then 20100901 18:41:52< anonymissimus> don't know anythign about your particular problem however 20100901 18:42:16-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has joined #wesnoth-dev 20100901 18:42:53< CIA-35> zookeeper * r46182 /trunk/data/campaigns/The_Rise_Of_Wesnoth/ (maps/The_Midlands.map scenarios/04b_The_Midlands.cfg): 20100901 18:42:53< CIA-35> Expanded the map southwards a bit so the enemy reinforcements can spawn a bit 20100901 18:42:53< CIA-35> further away, and made them appear on the next turn start after attacking an 20100901 18:42:53< CIA-35> enemy leader instead of instantly when attacking them. Also tweaked the south 20100901 18:42:53< CIA-35> half of the map a bit. 20100901 18:43:43< zookeeper> anonymissimus, the original problem is that a stored_side.controller equals="human" check leads to OOS 20100901 18:43:58< Crab_> anonymissimus: 'who is ai?' is a question which cannot be fully answerred atm. 20100901 18:44:10< Crab_> anonymissimus: 'who, from the POV of side X, is ai', can be. 20100901 18:45:26< AI0867> Crab_: can it be answered from C++? That is, does side->is_human() always answer correctly? 20100901 18:46:47< CIA-35> eleazar * r46183 /trunk/data/campaigns/The_Rise_Of_Wesnoth/maps/ (A_New_Land.map Cursed_Isle.map): added tropical ocean to a couple TRoW maps. 20100901 18:52:08< AI0867> er, team->is_ai() || team->is_network_ai() 20100901 18:53:49< Crab_> AI0867: I don't know if network_ai works correctly 20100901 18:55:29-!- Upth [~ogmar@sccadmin22052.scc.losrios.edu] has joined #wesnoth-dev 20100901 18:55:29-!- Upth is now known as Upthorn 20100901 19:00:34-!- Bob_The_Mighty [~chatzilla@cpc8-brig15-2-0-cust40.3-3.cable.virginmedia.com] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 20100901 19:03:56-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100901 19:04:15-!- Vorpal [~AnMaster@unaffiliated/anmaster] has quit [Read error: Connection reset by peer] 20100901 19:05:04-!- Crab_ [~Crab@wesnoth/developer/crab] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 20100901 19:07:24-!- Upthorn [~ogmar@sccadmin22052.scc.losrios.edu] has quit [Quit: classes.] 20100901 19:07:40-!- Vorpal [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20100901 19:09:22-!- joo is now known as joo|joo 20100901 19:09:31-!- joo|joo is now known as joo 20100901 19:16:15-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100901 19:20:50< silene> AI0867: the c++ side answers just as well as the wml side; the issue is that it will necessarily lead to oos; think about replays for instance, there isn't a single ai in them, yet there may have been in the original game 20100901 19:22:03< silene> zookeeper: that said, by putting the check inside a lua synchronize_choice call, you should be able to make an oos-proof check for ais 20100901 19:23:04< silene> (assuming the ai you are interested in is the one currently playing) 20100901 19:27:07< silene> by the way, the exact same method makes it possible for the ai to use custom menu items without modifying the engine at all 20100901 19:34:49< anonymissimus> silene: what do the returned integers in e.g. intf_message in lua.cpp mean ? I've added a wesnoth.clear_messages() locally: http://wesnoth.pastebin.com/aDGELVpH 20100901 19:35:16< anonymissimus> didn't think it yould be so easy to add something so useful :P 20100901 19:38:10< silene> anonymissimus: it's the number of values passed back to lua, in your case 0 (by the way, the table of registered functions is sorted alphabetically) 20100901 19:38:15-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100901 19:39:07< zookeeper> silene, i see, interesting 20100901 19:46:16-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100901 19:48:29-!- silene1 [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has joined #wesnoth-dev 20100901 19:48:29-!- silene [~plouf@wesnoth/developer/silene] has quit [Disconnected by services] 20100901 19:48:31-!- silene1 is now known as silene 20100901 19:48:32-!- silene [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has quit [Changing host] 20100901 19:48:32-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100901 20:02:22< zookeeper> silene, btw, one thing i really struggled with today was finding locations which are at the edge of a side's vision range...my WML solution is working but not perfect (that is, it only takes locations at the edge of the vision range which are connected to units by flat terrain, since movement costs would be too difficult to handle); would lua be able to do that relatively easily? 20100901 20:03:00< zookeeper> i did look at the pathfinder functions a bit, but i still didn't see a very obvious solution 20100901 20:07:50-!- Gallaecio [~quassel@225.189.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev 20100901 20:12:39-!- Skystriker_ [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has joined #wesnoth-dev 20100901 20:13:29-!- Skystriker [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has quit [Ping timeout: 265 seconds] 20100901 20:14:04< silene> zookeeper: "easily" may be exagerated, but yes; for instance, find_reach will give you all the tiles that are visible from a unit 20100901 20:19:46-!- Skystriker_ [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has quit [Ping timeout: 265 seconds] 20100901 20:33:21< anonymissimus> zookeeper: you are running into the same issue I did 20100901 20:34:05< anonymissimus> I solved it by setting the current moves to max_moves for the calculation with find_path 20100901 20:34:52-!- fangism2 is now known as fangism 20100901 20:34:53-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 20:34:53< Ivanovic> wesbot: seen sirp 20100901 20:34:53< wesbot> Ivanovic: The person with the nick Sirp last spoke 17d 2h ago. 14d 21h ago they left with the message: Read error: Operation timed out 20100901 20:35:11-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 20:38:21< anonymissimus> zookeeper: http://forums.wesnoth.org/viewtopic.php?f=21&t=28181&p=413811&hilit=discrepancies#p413811 20100901 20:49:34-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100901 20:54:18< anonymissimus> I get this for a [scenario]{UNDERGROUND}: Invalid WML found: [illuminated_time] not supported at scenario toplevel 20100901 20:56:04< zookeeper> silene, ok...i figured as much, but since i'd need to go through every unit and add their vision ranges together (and subtract everything that's within movement range, too), it felt a bit of a tricky task since i'm still very much a lua newbie 20100901 20:56:31< zookeeper> yeah, actually i got "[terrain_graphics] not supported at scenario toplevel" messages too 20100901 20:59:09< anonymissimus> zookeeper: are you using wesnoth.find_path ? call it for every viewing unit; a hex is visible if it can be reached by that unit 20100901 20:59:28< anonymissimus> with a cost not greater than its max_moves 20100901 21:00:01< silene> i guess [illuminated_time] is allowed at scenario toplevel, i will fix that; but i doubt [terrain_graphics] is; if it isn't, it's a bug in the scenario 20100901 21:00:19< anonymissimus> or so :P 20100901 21:00:26< zookeeper> anonymissimus, no, i'm not currently using any lua for what i was talking about 20100901 21:00:55< anonymissimus> well, it is substantially easier because of the pathfinder 20100901 21:01:46< zookeeper> silene, [terrain_graphics] has worked at scenario level just fine before, and i'm using it quite deliberately. also it actually still seems to work; i didn't check if the ANIMATED_CAMPFIRE animation works since i got them toggled off, but at least i see a static frame just fine 20100901 21:02:42< zookeeper> TRoW:04b_The_Midlands.cfg is one place where it's used 20100901 21:03:38< anonymissimus> a stirring in the night in UtbS too 20100901 21:04:08-!- joo is now known as joo|sleep 20100901 21:04:28< silene> okay, i will remove the warning for it too 20100901 21:04:29< zookeeper> yeah, it's used in quite a lot of places 20100901 21:04:58< silene> zookeeper: "used" is not exactly the same as "works" ;-) 20100901 21:06:42< zookeeper> fine, i'll double-check that it works :| 20100901 21:07:03< anonymissimus> it does 20100901 21:07:13< anonymissimus> in a stirring in the night 20100901 21:07:29< anonymissimus> map animation needs to be on 20100901 21:08:13< zookeeper> yes, works 20100901 21:08:28< silene> good 20100901 21:09:07< anonymissimus> the animation did even work when used in an event the last time I checked 20100901 21:09:27< anonymissimus> although in that macro it is said it shouldn't be in an event 20100901 21:11:17< anonymissimus> umm no seems I remember wrong was something else 20100901 21:20:12< anonymissimus> silene: when passing a wrong table to wesnoth.show_dialog, wesnoth hangs in an infinte loop in window.cpp, line 504 20100901 21:20:35< silene> nice; how wrong? 20100901 21:22:57< anonymissimus> http://wesnoth.pastebin.com/qgxy5Gdm 20100901 21:23:42< anonymissimus> I never got a crash btw, only freezing aka infinite loop 20100901 21:24:01< anonymissimus> also for some other supposedly wrong tables 20100901 21:24:23< silene> how is that wrong? just because you are nesting grids? 20100901 21:24:32< silene> (just in case i'm missing something) 20100901 21:24:58< CIA-35> silene * r46184 /trunk/src/scripting/lua.cpp: Marked [illuminated_time] and [terrain_graphics] as handled at scenario level. 20100901 21:25:31< anonymissimus> so it is correct ?! 20100901 21:26:00< anonymissimus> ok well than its worse since it freezes :P 20100901 21:26:59< silene> your table seems correct, but gui2 is not particularly known for its robustness, so i'm not that surprised you can find things that confuse it 20100901 21:28:33< anonymissimus> it seems it expectsn the dialog to be shown and waits for me clicking a button but it isn't shown 20100901 21:28:48-!- Skystriker_ [~IceChat7@pool-71-250-27-159.nwrknj.east.verizon.net] has joined #wesnoth-dev 20100901 21:32:23< silene> anonymissimus: try adding horizontal_grow=true inside each [column], it may help 20100901 21:34:11< silene> anonymissimus: by the way, the keyboard (enter and escape) should still work if that's the case; it will at least tell you it tried to display something 20100901 21:35:25< anonymissimus> horizontal_grow doesn't help btu the keyboard works 20100901 21:36:17< anonymissimus> ok well thats good so I don't need to restart every time 20100901 21:41:46< anonymissimus> is the minimum valid input this: {{"grid", {}}} ? it freezes too 20100901 21:43:14< silene> anonymissimus: i don't think it freezes, it just doesn't have anything to show, but the dialog is still there, so the game seems stuck 20100901 21:43:46< anonymissimus> yes thats what I mean :P 20100901 21:44:07< silene> anonymissimus: think about the [message] tag, it doesn't display any dialog box for instance 20100901 21:44:17< CIA-35> zookeeper * r46185 /trunk/data/campaigns/The_Rise_Of_Wesnoth/ (3 files in 2 dirs): Cleaned up the RISE_UP_RISE_UP macro, made it create WC,WC,Soulless instead of WC,Soulless,Ghoul based on difficulty and use undead variations correctly, and modernized some variable usage in Temple of the Deep. 20100901 21:44:48-!- dtiger [~dtiger@dynamic-vpdn-213-184-233-10.telecom.by] has quit [Remote host closed the connection] 20100901 22:06:50-!- Vorpal [~AnMaster@unaffiliated/anmaster] has quit [Read error: Operation timed out] 20100901 22:11:17-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote host closed the connection] 20100901 22:12:40-!- Vorpal [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20100901 22:19:03< anonymissimus> ok this dialog functionality seems to be really unstable :P 20100901 22:22:06< silene> anonymissimus: that's the core of the mp lobby in 1.8.0 and of the titlescreen in trunk, so... 20100901 22:26:30-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has joined #wesnoth-dev 20100901 22:36:03-!- ancestral [~ancestral@mobile-166-137-141-252.mycingular.net] has joined #wesnoth-dev 20100901 22:38:17-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100901 22:46:41-!- ancestral [~ancestral@mobile-166-137-141-252.mycingular.net] has quit [Quit: Smell ya later!] 20100901 22:49:34< anonymissimus> boucman: I don't understand your post in http://gna.org/bugs/?16604 20100901 22:50:10< boucman> anonymissimus: you posted a patch, and I usually handl patches 20100901 22:50:31< boucman> unfortunately, when you attacha patch to bugs.wesnoth.org it doesn't appear on patches.wesnoth.org 20100901 22:50:47< boucman> so I assigned it to myself so I remember to test/commit it 20100901 22:50:48< anonymissimus> can't you apply the patch and then mark the bug as fixed ? 20100901 22:50:59< boucman> but if you find another dev to do it, i'm perfectly fine with that 20100901 22:51:25< boucman> anonymissimus: it takes time to test first, and I don't have that time right now, so I assigned to myself so I do it eventually 20100901 22:51:49< boucman> but once again, I attached to myself so it doesn't get forgotten... if another dev does it i'm cool with that 20100901 22:52:15< anonymissimus> well since Gambit got write access you could give me too, I've tested it already :P 20100901 22:52:44< boucman> you're a dev ? 20100901 22:52:57< anonymissimus> not professional 20100901 22:53:05< anonymissimus> or not yet 20100901 22:53:25< anonymissimus> silene offered me some time ago already however 20100901 22:54:09< boucman> anonymissimus: ok, well if you want to get commit access you should ping Ivanovic, tell him that silene acked you and he should get things rolling 20100901 22:54:28< boucman> at which point you can reassign that bug to yourself and commit the patch 20100901 22:54:28< anonymissimus> the bug I reported in http://gna.org/patch/?1672 is also still left, have you overlooked it ? 20100901 22:54:31< Ivanovic> who, what, where, when?!? 20100901 22:55:17< boucman> anonymissimus: it's marked as closed, and I don't really remember it. 20100901 22:55:46< boucman> I'm doing something not wesnoth related right now, so please ping me about it at another time, I don't have time to analyze right now... sorry 20100901 22:56:19< silene> just to confirm, i did indeed ack anonymissimus 20100901 22:57:19< Ivanovic> and i am heading off to bed 20100901 22:57:35< Ivanovic> so just apply via the form and i will add you in when i am up again 20100901 22:57:56-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100901 22:58:36< Gambit> anonymissimus: Pre-emptive congratulations :) 20100901 23:00:54< anonymissimus> Gambit: where is that form i need to fill 20100901 23:01:55< Gambit> My Groups->Seach "wesnoth"->"Battle for Wesnoth" 20100901 23:02:00< Gambit> Then there should be something to apply. 20100901 23:02:13< Gambit> I don't remember what the page looked like after that. Sorry :( 20100901 23:02:16< Gambit> That's the right area at least. 20100901 23:04:13-!- Blueblaze [~Blueblaze@adsl-99-185-10-225.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100901 23:04:56< anonymissimus> comment needed ? 20100901 23:05:22< Gambit> I'd use it to identify yourself as you. 20100901 23:05:24-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100901 23:05:36< silene> no need, your login is obvious 20100901 23:12:53< anonymissimus> is there a way to disable the mail notification when bug or patch status changes, but get it for comments 20100901 23:13:02< CIA-35> silene * r46186 /trunk/src/ (773 files in 28 dirs): Fixed file headers so that they match the content of the COPYING file. 20100901 23:16:08< alink> anonymissimus: filter them with your mail app/client? (I filter bug-ml) 20100901 23:16:40< alink> maybe just check if there is a "Follow-up Comment" 20100901 23:16:43< anonymissimus> ok so at gna directly there's no way 20100901 23:16:46< silene> anonymissimus: https://gna.org/my/admin/change_notifications.php 20100901 23:17:20< alink> indeed, and better :) 20100901 23:17:41< anonymissimus> yes but that isn't exactly ehat i want 20100901 23:19:19< zookeeper> loonycyborg, Soliton, whoever knows: is the 1.9.0 release built using the same way and with same optimizations as the win builds on files/hidden/win/? 20100901 23:20:20< zookeeper> that is, can i meaningfully benchmark how fast stuff works between a trunk build and 1.9.0? 20100901 23:21:14-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100901 23:23:07 * Soliton doesn't know. 20100901 23:23:41-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has quit [Remote host closed the connection] 20100901 23:26:40< alink> do I see a 5MB difference between them ? So either we added a lot of code, or there is at least one difference in build setting (debug-symbols?) 20100901 23:28:46< loonycyborg> zookeeper: It's built with the same optimizations but by different gcc versions. 20100901 23:29:37< alink> loonycyborg: both -o2 ? 20100901 23:29:42< loonycyborg> Yes. 20100901 23:29:47< alink> good :) 20100901 23:31:01-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100901 23:32:39< zookeeper> right 20100901 23:35:16< zookeeper> Crab_, seen this? http://gna.org/bugs/?16585 20100901 23:35:43< Crab_> zookeeper: not yet. thanks, I'll take a look 20100901 23:35:54< zookeeper> i seemed to reproduce that myself; i was just testing out an unrelated thing by recruiting two footpads and rushing them north to the enemy castle, and i found that they were all just sitting there 20100901 23:36:08< zookeeper> with the exception of one deathblade who was a couple of hexes outside the castle 20100901 23:39:24-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100901 23:39:57-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20100901 23:40:01-!- _jbx_ [~jbailey@12.190.80.225] has quit [Quit: Home. Home again.] 20100901 23:48:01-!- eleazzaar_ [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100901 23:48:01-!- eleazzaar [~jbjerk@ppp-70-226-204-145.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100901 23:48:01-!- eleazzaar_ is now known as eleazzaar 20100901 23:50:48< Crab_> zookeeper: reproduced 20100901 23:57:20< Crab_> zookeeper: aha, the short reason: some of the enemy units (tentacles in water) want to reach leader who's on land, but fail. that makes the AI think that it's not possible to do strategic movements, so it ends turn without doing them. 20100901 23:59:17< Crab_> ( this should/will be fixed in C++ ) --- Log closed Thu Sep 02 00:00:17 2010