--- Log opened Wed Sep 15 00:00:28 2010 --- Day changed Wed Sep 15 2010 20100915 00:00:28< Espreon> Ivanovic: Simons shall send me the results later tonight. 20100915 00:01:01< Ivanovic> okay 20100915 00:03:56-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100915 00:13:01-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100915 00:15:00< CIA-35> eleazar * r46508 /trunk/data/core/images/terrain/cave/ (beam.png beam2.png beam3.png): fixed sharp upper edge of the cave beam's beams. 20100915 00:15:25-!- rusty [~rusty2@ppp118-210-178-106.lns20.adl6.internode.on.net] has left #wesnoth-dev [] 20100915 00:16:01-!- Ivanovic_ [~ivanovic@dtmd-4db2c670.pool.mediaWays.net] has joined #wesnoth-dev 20100915 00:16:01-!- Ivanovic_ [~ivanovic@dtmd-4db2c670.pool.mediaWays.net] has quit [Changing host] 20100915 00:16:01-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100915 00:17:03-!- Ivanovic 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[ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 04:47:56-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Client Quit] 20100915 04:50:46-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 04:57:41-!- wesbot changed the topic of #wesnoth-dev to: 1.9.1 planned on tuesday or wednesday, 18:00 GMT+2 | 155 bugs, 297 feature requests, 17 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100915 05:06:16-!- ancestral [~ancestral@74-94-81-1-Minnesota.hfc.comcastbusiness.net] has joined #wesnoth-dev 20100915 05:08:17-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100915 05:13:47-!- ancestral [~ancestral@74-94-81-1-Minnesota.hfc.comcastbusiness.net] has quit [Quit: Smell ya later!] 20100915 05:20:16-!- mysticX [opvsr@85.17.222.12] has left #wesnoth-dev ["Leaving."] 20100915 05:41:54-!- TheBuzzSaw [~buzz@75-174-87-200.bois.qwest.net] has joined #wesnoth-dev 20100915 05:42:21< TheBuzzSaw> Evening, peeps (well, from my location, anyway) 20100915 05:46:04-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20100915 05:46:07< shadowmaster> midnight 20100915 05:46:08-!- Gambit [~Gambit@unaffiliated/gambit] has quit [Read error: Connection reset by peer] 20100915 05:46:18< TheBuzzSaw> 9:45 PM where I am 20100915 05:46:23< shadowmaster> midnight minus 14 mins 20100915 05:47:39< TheBuzzSaw> There really needs to be an OpenGL rendering system for Wesnoth. 20100915 05:49:00< shadowmaster> half of me agrees 20100915 05:49:09< TheBuzzSaw> I'd like to talk to your other half. 20100915 05:49:27< shadowmaster> the other half disagrees because then I'd have been unable to use Wesnoth (if it was an opengl app back then) until xmas 2009 20100915 05:49:39< shadowmaster> considering I got this laptop on xmas 2008 20100915 05:50:07< TheBuzzSaw> You'd be surprised how well your computer can handle a 2D game 20100915 05:50:13< shadowmaster> recent rumors indicate that open-source drivers availability for ATI Radeons is improving 20100915 05:50:19< TheBuzzSaw> My laptop has no dedicated GPU at all... 20100915 05:50:26< shadowmaster> and no, I tried running 2D opengl games here with Mesa's software renderer 20100915 05:50:29< TheBuzzSaw> but I can run 2D OGL very nicely 20100915 05:50:30< shadowmaster> less than 2 fps 20100915 05:50:41< TheBuzzSaw> ATI is a different story 20100915 05:50:50< TheBuzzSaw> It has a horrendous history of OGL support 20100915 05:51:05< shadowmaster> I did say "Mesa's software renderer" 20100915 05:51:22< shadowmaster> which is the fallback when hardware-accelerated DRI drivers are not available/working/supported for a chipset 20100915 05:51:22< TheBuzzSaw> I know. Even with MESA, it has problems 20100915 05:51:43< shadowmaster> it's just that Mesa's software renderer is slow by default. 20100915 05:52:04< shadowmaster> I believe that the Gallium3D Mesa soft renderer is faster. 20100915 05:52:09< TheBuzzSaw> My laptop can do 60 FPS in 2D games 20100915 05:52:31< TheBuzzSaw> I've had fairly good experience with MESA 20100915 05:52:46< shadowmaster> of course I'm using Mesa's DRI/DRI2 driver for ATI R600 here and I'm enjoying nice performance here, up to 200 fps 20100915 05:52:53< TheBuzzSaw> nice 20100915 05:53:07< shadowmaster> but that's hardware-accelerated :p 20100915 05:53:24< TheBuzzSaw> My position is simply that Wesnoth is evolving to a point where the acceleration is needed. 20100915 05:53:52< TheBuzzSaw> It's way cheaper to buy a simple GPU (except for laptops of course) than to upgrade to a monster CPU 20100915 05:54:42< shadowmaster> that's been our position since Feb. 2010 as well. The problem is getting people to manage such an enormous task, considering that most of Wesnoth's code relies in our current adaptative 2D rendering by software, all over the plac e. 20100915 05:54:56< shadowmaster> if it wasn't such a big task it could've been a gsoc project this year. 20100915 05:54:58-!- fangism1 [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100915 05:55:27-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote host closed the connection] 20100915 05:55:34< shadowmaster> it makes sense to me to implement it -- after all, we've already had to drop support for "old" stuff before 20100915 05:55:41< TheBuzzSaw> Can that rendering system be unplugged as a whole? Or is the adaptive rendering too tightly integrated? 20100915 05:55:41< shadowmaster> in particular, Windows 9x 20100915 05:55:42-!- fangism0 [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 272 seconds] 20100915 05:55:58< shadowmaster> it's very tightly integrated. 20100915 05:56:06< shadowmaster> in different modules, even. 20100915 05:56:34< TheBuzzSaw> I genuinely believe I can do it, but I'm speaking from a "cleanroom perspective" 20100915 05:56:48< TheBuzzSaw> Obviously, I don't know the situation with Wesnoth's architecture 20100915 05:56:55< TheBuzzSaw> I have the code, I'm trying to learn it 20100915 05:57:19< shadowmaster> everything also relies on a quite intrincated mechanism for handling software surfaces, which I still don't full y understand. All of that would need to be rewritten to work with OpenGL textures and such, and to take full advantage of a switch, many parts would have to be redesigned as well, to use more optimal techniques. 20100915 05:57:39< TheBuzzSaw> Well, that's actually half the beauty of SDL 20100915 05:57:48< TheBuzzSaw> OpenGL textures need to be loaded from those surfaces 20100915 05:58:31< TheBuzzSaw> So, if, for example, many tiles are blitted onto one big surface before starting a map, that works fine. OpenGL then takes in that resultant image as one texture. 20100915 05:59:01< TheBuzzSaw> The SDL_Surface's void* pixels member is what OpenGL takes as its texture input 20100915 05:59:44-!- ancestral [~ancestral@97-116-168-17.mpls.qwest.net] has joined #wesnoth-dev 20100915 05:59:46< shadowmaster> that thing scares me. 20100915 06:00:12< TheBuzzSaw> What do you mean? 20100915 06:00:19< shadowmaster> and I don't mean it just because it's not a typed structure 20100915 06:00:39< shadowmaster> but because pixmaps can be stored in so many formats that it's not trivial to modify/access the pixels directly 20100915 06:01:07< TheBuzzSaw> true 20100915 06:01:10< shadowmaster> that's what's kept me away from proper game engine programming all these years. 20100915 06:01:21< shadowmaster> besides my lack of grasp of physics, etc. 20100915 06:01:29< TheBuzzSaw> What kind of direct modifications does Wesnoth do to surfaces? 20100915 06:01:43< TheBuzzSaw> I know of the colorizing with night/day 20100915 06:01:46< TheBuzzSaw> and poison and whatnot 20100915 06:02:25< shadowmaster> alpha blending, blurring, grayscaling, horizontal and vertical flipping, team color recoloring (range or pixmap based) 20100915 06:02:41< TheBuzzSaw> Perfect. 20100915 06:03:00-!- Pentalis_ [~pentalis@201.246.80.73] has joined #wesnoth-dev 20100915 06:03:06< TheBuzzSaw> All of those are painfully easy in OpenGL. 20100915 06:03:10< shadowmaster> not the full list, but it's what I've worked for, from a client perspective 20100915 06:03:16< shadowmaster> s/for/with/ 20100915 06:03:52< TheBuzzSaw> Unrelated to the tech talk we're having: when is blurring used in the game? 20100915 06:03:53< shadowmaster> the basic methods for all of our image modifications are declared in sdl_utils.hpp and defined in sdl_utils.cpp 20100915 06:04:01< shadowmaster> and some in video.hpp and video.cpp. 20100915 06:04:12< TheBuzzSaw> k 20100915 06:04:24< shadowmaster> all the rest relies on those methods, mainly, but custom algorithms can be found all over the place. There's also color_range.[ch]pp 20100915 06:04:36< TheBuzzSaw> lol regex ^_^ 20100915 06:04:56< shadowmaster> image-caching and some manipulation code can be found in image.[ch]pp as well 20100915 06:05:20< shadowmaster> and image_function.[ch]pp, which is my interface for the stuf fin sdl_utils 20100915 06:05:27< TheBuzzSaw> awesome 20100915 06:05:43< TheBuzzSaw> The part that would be most difficult would be in replacing the adaptive rendering 20100915 06:06:00< shadowmaster> alink knows more of that code than me. 20100915 06:06:03< TheBuzzSaw> as OpenGL would obviously take a massively different approach 20100915 06:06:11< shadowmaster> boucman is the one to contact regarding map and unit animations, too 20100915 06:06:17< TheBuzzSaw> kk 20100915 06:07:16-!- Pentalis [~pentalis@201.246.117.247] has quit [Ping timeout: 272 seconds] 20100915 06:07:38-!- silene [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has joined #wesnoth-dev 20100915 06:07:39-!- silene [~plouf@bau91-1-82-239-244-109.fbx.proxad.net] has quit [Changing host] 20100915 06:07:39-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100915 06:08:39-!- Pentalis_ is now known as Pentalis 20100915 06:09:30< TheBuzzSaw> I would just love an upgraded Wesnoth. 60 FPS map panning, animations, rotations, zoom, etc. 20100915 06:09:38< TheBuzzSaw> but maintain the classic feel 20100915 06:16:47-!- ancestral [~ancestral@97-116-168-17.mpls.qwest.net] has quit [Quit: Smell ya later!] 20100915 06:19:05-!- ancestral [~ancestral@97-116-168-17.mpls.qwest.net] has joined #wesnoth-dev 20100915 06:20:04< TheBuzzSaw> Well, if you ever want to consult me on this, you know where to find me. 20100915 06:20:40< TheBuzzSaw> http://forum.wesnoth.org/memberlist.php?mode=viewprofile&u=116051 20100915 06:20:41< TheBuzzSaw> :P 20100915 06:23:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100915 06:31:19-!- StealthyCoin [~StealthyC@c-98-248-160-113.hsd1.ca.comcast.net] has joined #wesnoth-dev 20100915 06:33:08-!- StealthyCoin [~StealthyC@c-98-248-160-113.hsd1.ca.comcast.net] has quit [Client Quit] 20100915 06:38:30-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100915 06:43:55< alink> TheBuzzSaw: main problem is to find an experimented dev knowing well OpenGL and the wesnoth code, and having the time and energy to start such big project, finish it and then maintain it. 20100915 06:44:24< TheBuzzSaw> I know. 20100915 06:44:42< TheBuzzSaw> I've got half of the qualification. I'm just contemplating my ability to learn Wesnoth code. 20100915 06:45:19< alink> We may have some devs able to do it (I often think about how it could be done) but these devs are busy on other projects 20100915 06:45:36< shadowmaster> such as Frogatto 20100915 06:45:42 * shadowmaster is looking at Sirp and Jetrel. 20100915 06:45:52< TheBuzzSaw> heh Frogatto is a great game 20100915 06:45:54< TheBuzzSaw> well done in OpenGL 20100915 06:46:01< alink> TheBuzzSaw: then the best way it to start posting patches about the current rendering engine 20100915 06:46:57< alink> and make it evolve in a more OpenGL-friendly direction 20100915 06:46:59< TheBuzzSaw> I'm just trying to think how to go about it all 20100915 06:47:15< TheBuzzSaw> Part of me wants to simply be an OpenGL expert guiding an expert Wesnoth developer 20100915 06:47:24< TheBuzzSaw> Part of me wants to learn the Wesnoth trunk to do it myself 20100915 06:47:41< TheBuzzSaw> It's obviously a tricky situation 20100915 06:48:08< alink> You will never find someone wanting to work like that. besides the Opengl level needed should not be high 20100915 06:48:22< alink> just need to know what to avoid 20100915 06:49:04< TheBuzzSaw> Well, GLSL would be a godsend for many of the unit/map effects 20100915 06:49:54< alink> These effects are the easy part (maybe a bit less for TC palette coloring) 20100915 06:50:41< TheBuzzSaw> Even that would not be too difficult 20100915 06:50:48< shadowmaster> TheBuzzSaw: er, avoid using shaders. 20100915 06:51:00< alink> More complex things are the probable need of sprites packing in texture and manage it. 20100915 06:51:06< shadowmaster> GLSL support is currently somewhat broken in Mesa drivers, which is giving the KDE 4.5 team a big headache 20100915 06:51:21< TheBuzzSaw> shadowmaster: I test GLSL very rigorously in MESA 20100915 06:51:32< TheBuzzSaw> For a 2D game like Wesnoth, it would not be an issue 20100915 06:52:05< TheBuzzSaw> Shaders also drastically improve performance. The fixed pipeline is very heavy 20100915 06:52:35< shadowmaster> http://www.phoronix.com/scan.php?page=news_item&px=ODU3MA 20100915 06:52:46< shadowmaster> "but stressing the GLSL code paths is exposing some Linux graphics card driver bugs, primarily with the open-source hardware drivers." 20100915 06:52:56< alink> and some sort of scene structure, because redrawing each hexes and units at each frame is currently CPU heavy 20100915 06:53:42< shadowmaster> again, I'm not considering Mesa's software renderer driver, only the DRI/DRI2 drivers 20100915 06:54:06< TheBuzzSaw> GLSL version 120 would be extremely safe 20100915 06:54:21< shadowmaster> the software renderer is always far ahead of the DRI/DRI2 drivers in terms of feature support 20100915 06:54:34< shadowmaster> TheBuzzSaw: hm, okay 20100915 06:55:11< TheBuzzSaw> You are correct that certain components of GLSL are unstable 20100915 06:55:21< TheBuzzSaw> I've had shaders crash, so I'm learning what to avoid 20100915 06:55:35< TheBuzzSaw> But I've been able to find stable alternatives so far 20100915 06:55:54< TheBuzzSaw> in MESA, that is 20100915 06:56:58< TheBuzzSaw> When an Nvidia card comes into play, there are no problems ever XD 20100915 06:57:35< shadowmaster> yeah...their proprietary drivers are better than ATI's. 20100915 06:57:44< shadowmaster> although I don't like NVIDIA's PR policies. 20100915 06:57:46 * Espreon chuckles 20100915 06:57:56< TheBuzzSaw> There are lots of things I don't like about Nvidia 20100915 06:58:08< TheBuzzSaw> but they make good cards, and they provide good drivers so far 20100915 06:58:11< shadowmaster> so I'm sticking to ATI even if it involves lots of pain. It's a matter of principles ;) 20100915 06:58:44< alink> I have < 100 fps when rendering all hexes each frames when disabling all SDL blitting 20100915 06:58:56< shadowmaster> besides, I don't think they'll ever implement fun stuff like Kernel Modesetting 20100915 06:59:09< alink> and when dezooming <30fps 20100915 06:59:28< shadowmaster> I'm currently enjoying my 1280x800 consoles and fast vt switching. I still have to try the panic notifier. 20100915 06:59:51< TheBuzzSaw> I'm just sad because Wesnoth now runs slower than mud 20100915 07:00:07< TheBuzzSaw> on my machine 20100915 07:00:11 * shadowmaster . O o (I am tempting fate...) 20100915 07:00:11< alink> 1.9.1 should be much faster 20100915 07:00:38< alink> TheBuzzSaw: you can test trunk 20100915 07:00:47< TheBuzzSaw> I'll have to give it a whirl 20100915 07:01:14< alink> water animation in particular is much cheaper 20100915 07:01:20< TheBuzzSaw> That's good. 20100915 07:02:09< alink> and currently working on improving units in water 20100915 07:02:45< TheBuzzSaw> I know Wesnoth boasts a great deal of legacy players. It just seems to have outgrown its CPU cage. T_T 20100915 07:03:44< alink> each version of the engine is faster than the previous one, but the content and feature grows a bit faster 20100915 07:03:51< TheBuzzSaw> heh 20100915 07:04:27< TheBuzzSaw> It's almost like there needs to be two versions: Wesnoth Classic and Wesnoth Turbo 20100915 07:05:10< TheBuzzSaw> The most sensitive group would obviously be the no-GPU laptop players 20100915 07:05:41< TheBuzzSaw> But I don't have the most sympathy for desktop players when an adequate GPU costs $20 tops on Newegg :P 20100915 07:05:57-!- Upth [ogmar@75.26.172.114] has joined #wesnoth-dev 20100915 07:05:57-!- Upth is now known as Upthorn 20100915 07:08:37-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100915 07:09:23< shadowmaster> TheBuzzSaw: don't worry, we already got rid of Windows 9x players 20100915 07:09:31< shadowmaster> that's a first step. In 1.4. 20100915 07:09:41< TheBuzzSaw> heh nice 20100915 07:10:26< shadowmaster> anyway, don't all laptops have a GPU of some kind? 20100915 07:10:45< TheBuzzSaw> Well, all have some kind of "GPU" 20100915 07:10:54-!- Upth [ogmar@adsl-75-26-200-185.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100915 07:11:03< TheBuzzSaw> But like in my case, it is an Intel integrated GPU... basically sharing CPU power 20100915 07:11:08< shadowmaster> I have an onboard/PCIe/AGP/anything-depending-on-AMD's-mood-when-writing-the -specs ATI Radeon HD 3200 afor example 20100915 07:11:47< shadowmaster> and has a tiny bit of dedicated memory 20100915 07:11:50< TheBuzzSaw> A lot of laptops try to skimp out on having a real GPU 20100915 07:11:52< shadowmaster> like 256 MB. It steals another 256 MB from the main board. 20100915 07:11:59< TheBuzzSaw> Memory is rarely the problem 20100915 07:12:08< TheBuzzSaw> It's the stream processors that they lack 20100915 07:12:39< shadowmaster> a real GPUU could cause overheating problems on such a tiny space I guess 20100915 07:12:56< shadowmaster> I haven't ever owned a proper graphics card for my desktops, but don't they require their own ventilation/cooling? :p 20100915 07:12:59< TheBuzzSaw> Yeah, mine is heat-sensitive 20100915 07:13:13< TheBuzzSaw> Most do. They typically have huge fans mounted on board 20100915 07:13:47< TheBuzzSaw> I have an Nvidia GTX 275. It eats two back panels and has a grating for pumping air out the back of my tower 20100915 07:14:14-!- Upthorn [ogmar@75.26.172.114] has quit [Ping timeout: 272 seconds] 20100915 07:14:30< TheBuzzSaw> kinda extreme :P 20100915 07:15:05< TheBuzzSaw> But a modest inexpensive desktop GPU has a small fan or heatsink on it 20100915 07:16:00< TheBuzzSaw> It makes me cry inside knowing the my GPU sits there idle while Wesnoth is running 20100915 07:17:02< shadowmaster> I hate to see Wesnoth tearing its gamemap apart now that I have native vsync support with opensource drivers. 20100915 07:17:14< TheBuzzSaw> heh 20100915 07:17:53< shadowmaster> certainly OpenGL support would create more possibilities than just performance 20100915 07:18:13< shadowmaster> I'm already thinking of easy alpha-blended water. 20100915 07:18:27< shadowmaster> or other alpha-blending effects all over the place 20100915 07:18:41< TheBuzzSaw> oh heck yeah 20100915 07:19:25< TheBuzzSaw> team color painting would become a piece of cake too 20100915 07:19:43< shadowmaster> animated fog. soft shroud. 20100915 07:20:13< TheBuzzSaw> Ah screw it. Let's build the Wesnoth MMO 20100915 07:20:26< TheBuzzSaw> animated fog sounds awesome 20100915 07:22:09-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100915 07:25:06< CIA-35> alink * r46510 /trunk/src/unit_frame.cpp: 20100915 07:25:06< CIA-35> Optimize units on height-adjusted terrains (keeps, hills or water) 20100915 07:25:06< CIA-35> by invalidating less hexes (4 vs 6) and preventing invalidation propagation in north/south direction 20100915 07:25:09< CIA-35> alink * r46511 /trunk/data/core/terrain.cfg: 20100915 07:25:09< CIA-35> Remove tiny negative height for water hexes. 20100915 07:25:09< CIA-35> This was barely visible and looked silly for big unit north of land (feet sometimes visible there) 20100915 07:25:09< CIA-35> But the main reason is that this helps perfomance by keeping unit in their hex. 20100915 07:25:09< CIA-35> PS: I will maybe reactivate this later with another implementation of the submerge effect 20100915 07:25:14< CIA-35> alink * r46512 /trunk/src/ (display.cpp sdl_utils.cpp sdl_utils.hpp): 20100915 07:25:14< CIA-35> Better submerge effect: transparency of water decrease with depth (feet are less visible) 20100915 07:25:14< CIA-35> Parameters probably need tuning, but currently hardcoded (as the old effect was) 20100915 07:29:18< alink> one thing that I want to add is unit having feet in snow (without transparency effect) 20100915 07:29:43< alink> and I suppose that mud could have it too 20100915 07:29:55< alink> or even lava ;) 20100915 07:30:50< shadowmaster> and, particle systems 20100915 07:31:17< TheBuzzSaw> <3 particle systems 20100915 07:35:35< CIA-35> alink * r46513 /trunk/changelog: update changelog 20100915 07:36:51< TheBuzzSaw> Is that the SVN bot? 20100915 07:37:01< alink> yep 20100915 07:37:13< alink> http://cia.vc/stats/project/wesnoth 20100915 07:37:37< TheBuzzSaw> fancy 20100915 07:37:46< alink> we also have wesbot 20100915 07:37:52< alink> wesbot: seen TheBuzzSaw 20100915 07:37:52< wesbot> alink: Queried user last spoke 14s ago. TheBuzzSaw is currently in this channel. 20100915 07:38:33< alink> shikadibot: help 20100915 07:38:33< shikadibot> I'm the IRC Shikadibot 0314. You can ask me about acronyms, log/revision(s), dir, file, or just information about me. 20100915 07:38:36< TheBuzzSaw> oh snapz 20100915 07:38:51< alink> shikadibot: CIA 20100915 07:38:51 * shikadibot is offended 20100915 07:38:58< alink> shikadibot: IRC 20100915 07:38:58 * shikadibot is offended 20100915 07:39:26< alink> IRC Shikadibot doesn't know IRC acronym :P 20100915 07:39:44< Pentalis> shikadibot: LOL 20100915 07:39:44 * shikadibot is offended 20100915 07:39:57< alink> shikadibot: WINR 20100915 07:39:57 * shikadibot is offended 20100915 07:40:05-!- ilor__ [~ilor@aup74.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20100915 07:40:27< Espreon> shikadibot: IRC ? 20100915 07:40:28< shikadibot> IRC: internet relay chat 20100915 07:40:28< alink> mm I thought he knew wesnoth acronym 20100915 07:40:36< alink> aaaah 20100915 07:40:43< Espreon> alink: Shikadibot's female. 20100915 07:40:47< alink> of course 20100915 07:40:49 * Pentalis laughs 20100915 07:40:57< Pentalis> shikadibot: BfW ? 20100915 07:40:57< shikadibot> BFW: Battle for Wesnoth 20100915 07:41:02< alink> shikadibot: about 20100915 07:41:49< Espreon> alink: And now thou knowest... 20100915 07:41:53< Espreon> Damn it... 20100915 07:42:02 * Espreon looks for the hook... 20100915 07:43:53< Espreon> Uh... OK... 20100915 07:44:02< Espreon> shadowmaster: What did I do incorrectly? 20100915 07:44:14< shadowmaster> Espreon: the ellipsis 20100915 07:44:28< Espreon> ... 20100915 07:44:30< shadowmaster> it only matches a single char of [.!] 20100915 07:44:50< Espreon> And now I know. 20100915 07:44:50< shikadibot> And knowing is half the battle! 20100915 07:44:53< Espreon> Yay! 20100915 07:45:18< shadowmaster> since the phrase is usually uttered with emphasis 20100915 07:45:24< shadowmaster> EMphasis 20100915 07:57:43-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100915 08:00:52-!- ancestral [~ancestral@97-116-168-17.mpls.qwest.net] has quit [Quit: And that’s the end of THAT chapter.] 20100915 08:01:00< alink> meh, I have simple code to get unit's feet into snow, but that doesn't look good, because the shadow is part of the sprite :-/ 20100915 08:04:46-!- joo is now known as joo|atude 20100915 08:04:51-!- joo|atude is now known as joo 20100915 08:06:21< alink> Maybe some small foreground terrain in front of the feet area ? But that start to become overkill 20100915 08:07:30< alink> and will not fully solve the shadow problem, just make it less sharp 20100915 08:08:05 * alink drops his snowy feet idea :( 20100915 08:08:32< shadowmaster> yes, your idea would be distracting and not contribute anything to gameplay or aesthetics. 20100915 08:09:04< shadowmaster> Locked. 20100915 08:09:40< TheBuzzSaw> owned 20100915 08:10:01< alink> gameplay ? Mmmh let me implement permanent foot steps in snow, that will make some nice tactic in fogged map 20100915 08:10:29< shadowmaster> btw, when I said animated fog, I was thinking something really subtle, like our current animated water :P 20100915 08:12:32< shadowmaster> alink: hm, I did say Locked. Now you are going into an un-KISS approach ;) 20100915 08:12:46< shadowmaster> oh wait, I forgot to lock the thread as uusuaul. 20100915 08:12:57 * shadowmaster *click* *click* 20100915 08:13:08< shadowmaster> *click* done. :P 20100915 08:13:41< TheBuzzSaw> Have a good night, y'all 20100915 08:13:46< alink> you want un-Kiss? then I add unit-specific traces and weather affecting traces lifetime 20100915 08:14:11< alink> and unit able to move backward at half speed to draw reversed footsteps 20100915 08:14:15< alink> TheBuzzSaw: gn 20100915 08:14:18-!- TheBuzzSaw [~buzz@75-174-87-200.bois.qwest.net] has left #wesnoth-dev [] 20100915 08:15:07< shadowmaster> :P 20100915 08:15:30< alink> and blood traces to spot wounded units and water traces after crossing water 20100915 08:16:52< alink> and special ability to detect all of that, affected by ToD 20100915 08:18:30< shadowmaster> waut- 20100915 08:18:35< shadowmaster> water traces? 20100915 08:18:54< shadowmaster> water isn't cream, you can't leave traces on it? 20100915 08:19:28< alink> I mean wet feet should let some water traces on land for few hexes 20100915 08:19:36< shadowmaster> ahh. 20100915 08:19:51< alink> some infiltration games already do that 20100915 08:20:06< alink> could be cool to spot invisible units too 20100915 08:20:06< shadowmaster> yes, it'd be nice to have that in Wesnoth The FPS. 20100915 08:21:12< shadowmaster> imagine blowing up units 20100915 08:21:24< alink> "Wesnoth The FPS" that's a nice title. Games never include genre description in their title 20100915 08:21:27< shadowmaster> a good shot at an undead unit, and BAM! bones flying around 20100915 08:21:40< alink> except the "in 3D" period 20100915 08:22:18< shadowmaster> "I Wanna Be The Guy: The Movie: The Game" 20100915 08:22:29< shadowmaster> well, not quite genre, but closer. 20100915 08:31:54-!- Espreon|mkraid [~metakraid@wesnoth/developer/espreon] has quit [] 20100915 08:41:56-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Ping timeout: 255 seconds] 20100915 08:42:38-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has joined #wesnoth-dev 20100915 08:48:10-!- joo [~joo@unaffiliated/joo] has quit [Quit: College.] 20100915 08:50:00-!- stikonas [~and@ctv-213-164-99-190.vinita.lt] has joined #wesnoth-dev 20100915 08:50:00-!- stikonas [~and@ctv-213-164-99-190.vinita.lt] has quit [Changing host] 20100915 08:50:00-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100915 09:01:18-!- ilor__ [~ilor@aup74.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 252 seconds] 20100915 09:08:27-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Quit: rebooting] 20100915 09:11:00-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 09:18:21-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100915 09:19:12-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Disconnected by services] 20100915 09:19:22-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 09:22:53-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100915 09:25:44-!- stikonas [~and@ctv-213-164-99-190.vinita.lt] has joined #wesnoth-dev 20100915 09:25:44-!- stikonas [~and@ctv-213-164-99-190.vinita.lt] has quit [Changing host] 20100915 09:25:44-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100915 09:28:06-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100915 09:31:19-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20100915 09:45:01-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 252 seconds] 20100915 09:46:44-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 09:47:48-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100915 09:49:18-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100915 09:52:28-!- Ivanovic [~ivanovic@dtmd-4db2eee9.pool.mediaWays.net] has quit [Changing host] 20100915 09:52:28-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100915 09:54:08< zookeeper> there's a game on the android market using wesnoth's logo: http://andbot.com/games/arcade-and-action/ultimate-survivors/com.anzoo.a1277995068624#! 20100915 09:54:10< Ivanovic> moin 20100915 09:55:52< Pentalis> Nice catch 20100915 09:56:05< Pentalis> It didn't get a very good evaluation too 20100915 10:01:11-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 276 seconds] 20100915 10:03:41-!- euschn [~eugen@wesnoth/developer/euschn] has joined #wesnoth-dev 20100915 10:08:15-!- Vir [~mkretz@HSI-KBW-091-089-141-103.hsi2.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20100915 10:08:15-!- Vir [~mkretz@HSI-KBW-091-089-141-103.hsi2.kabel-badenwuerttemberg.de] has quit [Changing host] 20100915 10:08:15-!- Vir [~mkretz@kde/mkretz] has joined #wesnoth-dev 20100915 10:36:09-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100915 10:45:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100915 10:56:57-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100915 11:55:27< CIA-35> thespaceinvader * r46514 /trunk/ (9 files in 3 dirs): Add and wire new leadership animations for Drake Flare and Flameheart. Update Flare base frame. Update changelogs. 20100915 11:58:16< Ivanovic> AI0867, crimson_penguin, eleazzaar, Espreon, esr, euschn, fendrin, ilor, Soliton, thespaceinvader, Upth, zookeeper, everyone else who cares: ready for 1.9.1 this evening? (as in "in about 6 to 8 hours") 20100915 11:58:30< thespaceinvader> should be fine with me Ivanovic 20100915 11:58:56< thespaceinvader> i've a couple of drake portraits i'd like to get in but i need kitty or bob's go ahead first, so if they're not up by release, don't worry 20100915 12:01:05< zookeeper> yeah, no problem 20100915 12:13:14-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20100915 12:30:18< fendrin> Ivanovic: Hmmm, should be fine. LoW is still very much work in progress (especially the multiplayer part) but it should not be broken atm. 20100915 12:30:22-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20100915 12:31:06< Ivanovic> fendrin: "work in progress" ist IMO no problem for a dev release 20100915 12:36:18-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100915 12:44:12-!- loonybot [~loonybot@ppp79-139-139-155.pppoe.spdop.ru] has joined #wesnoth-dev 20100915 12:44:12-!- loonybot [~loonybot@ppp79-139-139-155.pppoe.spdop.ru] has quit [Changing host] 20100915 12:44:12-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100915 12:46:29-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100915 12:50:35-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100915 12:57:30-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth-dev 20100915 12:58:01-!- Gallaecio [~quassel@37.157.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev 20100915 13:16:14-!- fangism2 [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100915 13:17:13-!- fangism1 [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 245 seconds] 20100915 13:47:29-!- Upth [ogmar@adsl-75-26-200-185.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 255 seconds] 20100915 13:52:30-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has quit [Ping timeout: 265 seconds] 20100915 14:05:26-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20100915 14:08:15-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Ping timeout: 240 seconds] 20100915 14:11:43-!- fangism1 [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100915 14:14:08-!- fangism2 [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 272 seconds] 20100915 15:04:51-!- Gambit [~Gambit@pa-67-234-74-246.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100915 15:04:51-!- Gambit [~Gambit@pa-67-234-74-246.dhcp.embarqhsd.net] has quit [Changing host] 20100915 15:04:51-!- Gambit [~Gambit@unaffiliated/gambit] has joined #wesnoth-dev 20100915 15:05:51-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20100915 15:12:07-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20100915 15:27:55-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100915 15:35:27-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100915 15:40:17-!- Upth [ogmar@75.26.185.127] has joined #wesnoth-dev 20100915 15:40:17-!- Upth is now known as Upthorn 20100915 16:10:23-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100915 16:13:00< zookeeper> http://www.wesnoth.org/forum/viewtopic.php?f=21&t=31650 can that really be genuine? 20100915 16:13:15< crimson_penguin> Ivanovic: is the titlescreen fixed? 20100915 16:14:11< Ivanovic> crimson_penguin: which issue there? 20100915 16:14:36< Ivanovic> zookeeper: yeah, WML is not only wesnoth markup language 20100915 16:14:46< Ivanovic> though it is likely that wesnoth is one of the top hits when searching for wml 20100915 16:14:53< crimson_penguin> slowness, crashes (haven't seen recently, that might've been fixed), messed up tooltips? 20100915 16:15:01< Ivanovic> http://en.wikipedia.org/wiki/WML 20100915 16:15:07-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100915 16:15:46< Ivanovic> messed up tooltips was due to some tooltips relying on new markup while the feature was not available there yet, it is available now and a patch for markup in those tips awaits review 20100915 16:15:53< Ivanovic> crashes: no idea if they were fixed 20100915 16:16:02< Ivanovic> slowness: *what* is/was slow? 20100915 16:16:12< crimson_penguin> moving the mouse 20100915 16:16:16< Ivanovic> yeah, the blend in effect of the logo is set a lot slower than before 20100915 16:16:21< Ivanovic> beside this i see no difference 20100915 16:16:48< crimson_penguin> eleazar reported a bug about it 20100915 16:16:54< Ivanovic> moves nicely for me on my desktop 20100915 16:17:04< Ivanovic> using the colored cursor 20100915 16:17:09< crimson_penguin> well, I'm updating svn now 20100915 16:17:16< Ivanovic> please check for issues anyway 20100915 16:17:23< Gambit> janebot: http://www.wesnoth.org/forum/viewtopic.php?f=21&t=31650 20100915 16:17:24< janebot> Gambit: title: Battle for Wesnoth • View topic - wml help wanted . its urgent so plz reply me fast 20100915 16:17:34< Ivanovic> though "the mouse cursor feels slow" is nothing that stops me from releasing a dev release 20100915 16:17:35< Ivanovic> ;) 20100915 16:17:59< crimson_penguin> well, in some cases, it was severe enough to make it impossible to do anything 20100915 16:18:52< crimson_penguin> that was just one symptom; the problem was it was just running really slow, and even if you got your cursor in the right place, it might drop events when clicking 20100915 16:20:26< Ivanovic> over here everything looks nicely fast and responsive 20100915 16:24:35< crimson_penguin> Ivanovic: I'm referring to this, btw: https://gna.org/bugs/index.php?16578 20100915 16:25:25-!- Gallaecio [~quassel@37.157.60.213.dynamic.mundo-r.com] has quit [Read error: Connection reset by peer] 20100915 16:26:08< Ivanovic> crimson_penguin: and i am all in favor for reevaluating which of those issues are still valid 20100915 16:26:18< Ivanovic> and then opening one report per issue so that we can keep track of things 20100915 16:31:12< crimson_penguin> well I'm compiling, and it's taking forever 20100915 16:34:23-!- fangism2 [~davidfang@gilbert.achronix.com] has joined #wesnoth-dev 20100915 16:35:04< esr> Ivanovic: Ready here. 20100915 16:35:16< Ivanovic> crimson_penguin: really? 20100915 16:35:26< Ivanovic> compilation was over in almost no time over here on my hexacore 20100915 16:35:54< crimson_penguin> pff, well I'm still on a Core2Duo, and I'm compiling for 2 archs, and -O2 20100915 16:35:58-!- fangism1 [~davidfang@gilbert.achronix.com] has quit [Ping timeout: 245 seconds] 20100915 16:36:18-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100915 16:36:32< crimson_penguin> 326/522 compiled 20100915 16:44:34-!- dtiger [~dtiger@dynamic-vpdn-91-149-132-166.telecom.by] has joined #wesnoth-dev 20100915 16:46:28< Ivanovic> crimson_penguin: and yeah, you are right, on a slow system like the pandora the fade in of the logo is like some kind os "really slow mode" during which i can barely mode the cursor or anything like this 20100915 16:48:08< Ivanovic> (in fact the new layout is a *lot* better on 800x480!) 20100915 16:48:28< crimson_penguin> if I click on Multiplayer, the tooltip for it stays there, and then other tooltips get applied on top of it 20100915 16:49:24< crimson_penguin> also I get one of these every second or so when moving my mouse over tooltips: "warning gui/event: Can't execute timer since it no longer exists." 20100915 16:49:53< crimson_penguin> "Version 1.9.0+svn" isn't in the bottom left corner, it's offset to the right a bit 20100915 16:50:19< Ivanovic> confirmed the old text still being there, please make it a seperate bug report 20100915 16:51:18< crimson_penguin> And the tooltip for the Login box in the MP dialog is too big for my screen resolution (not fullscreen, but it's not tiny either; probably bigger than 1024), and it centers it, losing some on either side 20100915 16:51:21< Ivanovic> for me the version number offset does match the start of the tip of the day box which makes it look fine 20100915 16:51:36< crimson_penguin> it does, but I think that looks awful :P 20100915 16:51:51< crimson_penguin> I don't wanna make another bug report :-/ 20100915 16:52:05< Ivanovic> and it is well known that there are some texts that got too much length for the mouse over stuff 20100915 16:52:45< Ivanovic> those won't be fixed until we either get multiline mouse over messages (auto newline in them) or someone reports the too long strings and shortens them 20100915 16:52:56< Ivanovic> but the length part is as valid in 1.8.x, too! 20100915 16:55:51< crimson_penguin> ok 20100915 16:57:12< Ivanovic> and wow, alink has really done a good job on speeding up water animations, will have animated terrains active by default in the 1.9.1 pandora binary 20100915 17:01:26< Ivanovic> eleazzaar: btw what is the status of the animated water stuff regarding the waves on the coast stuff? 20100915 17:01:38< Ivanovic> those gif some ages ago looked sooooo beautiful 20100915 17:06:33< CIA-35> ivanovic * r46515 /trunk/po/ (wesnoth-ei/ja.po wesnoth-low/ja.po wesnoth-sof/ja.po): updated Japanese translation 20100915 17:06:33< CIA-35> ivanovic * r46516 /branches/1.8/po/ (wesnoth-ei/ja.po wesnoth-low/ja.po wesnoth-sof/ja.po): updated Japanese translation 20100915 17:07:13-!- euschn [~eugen@wesnoth/developer/euschn] has quit [Ping timeout: 245 seconds] 20100915 17:07:52-!- euschn [~eugen@e195-202.eduroam.tuwien.ac.at] has joined #wesnoth-dev 20100915 17:24:13< Ivanovic> off for some hours (and i plan to work on releasing once i am back), cu 20100915 17:24:51-!- euschn [~eugen@e195-202.eduroam.tuwien.ac.at] has quit [Quit: Leaving.] 20100915 17:28:45-!- Pentalis [~pentalis@201.246.80.73] has quit [Quit: Leaving] 20100915 17:42:46< eleazzaar> Ivanovic: we gotta make the current animations not kill framerate before adding new ones 20100915 17:43:30< eleazzaar> currently a lot of existing animations are disabled 20100915 17:45:24-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth-dev 20100915 17:51:16-!- Gallaecio [~quassel@37.157.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev 20100915 17:52:03< eleazzaar> zookeeper: saw your test off-map 20100915 17:52:06< eleazzaar> looks promising 20100915 17:53:05-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has quit [Ping timeout: 276 seconds] 20100915 17:55:01< zookeeper> eleazzaar, okay, good ;) 20100915 17:55:30-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100915 17:55:45< zookeeper> i'm not sure how much more i can do about it, since alink would need to handle the code side and someone else than me probably needs to polish the transitions 20100915 18:01:43-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100915 18:01:48 * zookeeper blinks 20100915 18:01:54< stikonas> What does RCA stands for in RCA AI? 20100915 18:02:14< zookeeper> i just tried [move_units_fake] for the first time...and it moves units sequentially one hex at a time. what's this supposed to be used for exactly? 20100915 18:04:51< zookeeper> AI0867, did you implement it? 20100915 18:06:00< zookeeper> this seems like a bug to me since i can't see why anyone would want it this way. that is, when i use it to move four units, unit 1 moves 1 hex, unit 2 moves 1 hex, unit 3 moves 1 hex, unit 1 moves 1 hex, unit 2 moves 1 hex, etc... 20100915 18:06:34< zookeeper> s/four/three 20100915 18:06:43< stikonas> ok, I've found RCA somewhere in the source 20100915 18:07:42< zookeeper> i never remember what the R is for, but CA is "candidate action" i guess 20100915 18:12:22< stikonas> yes, R stands for Register 20100915 18:15:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100915 18:17:54-!- Greywhind [~Greywhind@harkness-49.resnet.brown.edu] has joined #wesnoth-dev 20100915 18:24:10-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has quit [Remote host closed the connection] 20100915 18:24:15< fendrin> zookeeper: Do you think that this http://wesnoth.pastebin.com/DBpHT2jx will work? 20100915 18:25:44< zookeeper> eleazzaar, btw, looks like you need to update your test map according to my recent village variant elimination: http://www.wesnoth.org/forum/viewtopic.php?p=456373#p456373 20100915 18:26:46< zookeeper> fendrin, uh, well, i have no idea since it's so preprocessor-heavy, but at least ($(EASY / 2)) should be ($({EASY} / 2)) and so on 20100915 18:27:54< CIA-35> alink * r46517 /trunk/src/ (display.cpp display.hpp): 20100915 18:27:54< CIA-35> Also commit part 2 of patch #1952, because part 1 was already in but had a small regression 20100915 18:27:54< CIA-35> (incorrect ordering with some x parity). Besides that, no logic changes but cleaner and better documented. 20100915 18:32:07< alink> zookeeper: where is this test map ? 20100915 18:32:42< zookeeper> alink, in some forum post IIRC 20100915 18:32:55< alink> ah ok, not on trunk 20100915 18:34:15< alink> btw there is some map spam in the "Create Game" dialog, caused by MP campaign ? 20100915 18:37:07< alink> yeah the _main.cfg of LoW load all scenarios for each difficuty 20100915 18:37:21< alink> that's clearly not ideal 20100915 18:38:05< alink> fendrin ? ^ 20100915 18:38:07 * zookeeper facepalms 20100915 18:38:14< zookeeper> not ideal? no kidding ;) 20100915 18:38:53-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100915 18:38:58< fendrin> alink: Yes, I know. But there is no other way right now. I hope that the multiplayer game setup will support difficult levels in the near future. 20100915 18:40:43< eleazzaar> zookeeper: look's like you got rid of the swamp village 20100915 18:40:48< eleazzaar> was that intentional? 20100915 18:40:58< alink> fendrin: ok 20100915 18:41:18< eleazzaar> i thought water villages didn't work with switching bases 20100915 18:41:28< fendrin> alink: If not, I will find a workaround before 1.10. 20100915 18:41:38< zookeeper> eleazzaar, hmh? let me check.. 20100915 18:42:09< eleazzaar> swamp village is still an option in the editor's pallete 20100915 18:42:20< eleazzaar> but apparently the terrain rule is gone 20100915 18:42:29< zookeeper> eleazzaar, no, it's there. both the "normal" swamp village and the aquatic swamp village. 20100915 18:42:36 * zookeeper looks 20100915 18:42:38< alink> fendrin: seems hard to do with the global define MULTIPLAYER, maybe just need some cache relaod, but sure what are the implication for MP lobby 20100915 18:42:49< alink> *not sure 20100915 18:43:55< zookeeper> eleazzaar, it works for me 20100915 18:44:11< zookeeper> however, it doesn't have swamp as the default base 20100915 18:44:21< zookeeper> so if you want to place it on swamp, you have to do it manually 20100915 18:44:52< eleazzaar> I'm about a day out of date, but i thought i compiled after you were done 20100915 18:44:55< zookeeper> i can add in the default base, seems like a good idea 20100915 18:45:05< eleazzaar> it doesn't work for me 20100915 18:45:47< alink> fendrin: accessing all maps is really needed? or just the "Np MC - ..." ones ? 20100915 18:46:06< fendrin> alink: Np MC - ? 20100915 18:46:29< zookeeper> eleazzaar, doesn't work in what way? 20100915 18:46:34< zookeeper> the village isn't drawn? 20100915 18:46:47< alink> "2p MC - LoW, normal" etc 20100915 18:46:48< eleazzaar> yeah 20100915 18:47:10< eleazzaar> updating... 20100915 18:47:33< fendrin> alink: Ah, you mean the start scenarios for each chapter. Yes, it is needed to load all scenarios. There are not going to be reloaded when they are needed. At least I would not know how that can be done. 20100915 18:47:58< CIA-35> zookeeper * r46518 /trunk/data/core/ (terrain-graphics.cfg terrain.cfg): Allowed the chasm bridges to be placed on any terrain, removed the lava chasm bridge terrains and made the chasm bridges simply use the lit-by-lava images when placed on top of lava. 20100915 18:48:18< eleazzaar> zookeeper: excellent 20100915 18:48:34< fendrin> alink: I would like to have a [multiplayer_campaign] tag, that works exactly like the [campaign] tag, guarding the loading of the scenarios by a #ifdef. 20100915 18:49:05< alink> fendrin: ah yes indeed need to be loaded there too 20100915 18:49:07< CIA-35> zookeeper * r46519 /trunk/data/core/terrain.cfg: Added swamp as the default base of the non-aquatic swamp village. 20100915 18:49:53< alink> for this bug maybe just need a "visible in Create Game" key 20100915 18:51:38-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100915 18:52:16< CIA-35> zookeeper * r46520 /trunk/changelog: Updated changelog. 20100915 18:54:15< eleazzaar> zookeeper: OK swamp village works as it should in trunk 20100915 18:54:52< zookeeper> great 20100915 18:55:45< alink> fendrin: so I can hide these maps not having "2p - prefix" in dialog, you are not supposed to use them right ? 20100915 18:56:27< fendrin> alink: They are already hidden. Just not in debug mode. 20100915 18:56:51< alink> oh it's a debug mode only bug o_o 20100915 18:57:36< fendrin> alink: It is extremely useful for me that I can start them directly. Having them around in debug mode seemed acceptable to me. 20100915 18:58:35< alink> yeah probably acceptable, esp. since debug mode should not be used when playing MP 20100915 18:59:24< eleazzaar> zookeeper: i don't see mention of the deleted village terrains in the changelog 20100915 18:59:30< alink> fendrin: btw, my "hidden" keys idea works and is a one-liner if/when needed 20100915 19:01:38< alink> fendrin: also "Chapter one" is ellipsed, maybe use "LoW 1 .." 20100915 19:02:40< fendrin> alink: Did you mean eclipsed instead of ellipsed? 20100915 19:03:23< alink> fendrin: I mean hidden by the ellipsis :) 20100915 19:03:41< alink> I should stop inventing new verbs 20100915 19:04:23< fendrin> hmmm, I guess you mean that the scenario name isn't visible but cut off. 20100915 19:04:32< alink> yes, that 20100915 19:05:12< fendrin> Yepp, I will shorten them. 20100915 19:06:28< fendrin> Hmmm, I can't get the formulas to work. 20100915 19:06:50< alink> it uses a formula ? 20100915 19:07:33< fendrin> alink: http://wesnoth.pastebin.com/zcTjnj8n 20100915 19:08:19< alink> ah ok not for name stuff 20100915 19:08:30< fendrin> alink: I want to use that macro to make to assign gold in uniform way, Independent from if the campaign is played in multiplayer or singleplayer mode. 20100915 19:09:06-!- joo [~joo@188-223-201-81.zone14.bethere.co.uk] has joined #wesnoth-dev 20100915 19:09:07-!- joo [~joo@188-223-201-81.zone14.bethere.co.uk] has quit [Changing host] 20100915 19:09:07-!- joo [~joo@unaffiliated/joo] has joined #wesnoth-dev 20100915 19:14:44< Ivanovic> re 20100915 19:18:04-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20100915 19:18:59< Ivanovic> AI0867, alink, crimson_penguin, eleazzaar, Espreon, esr, fendrin, Gambit, ilor, loonycyborg, Soliton, thespaceinvader, Upthorn, zookeeper, everyone else who cares: ready for 1.9.1? 20100915 19:19:19< Ivanovic> if not: please a) ping me with a reason and b) if you got something left for commiting in your pipe, commit it 20100915 19:19:21< fendrin> Ivanovic: yes 20100915 19:19:34< Gambit> Sounds good 20100915 19:19:39< [Relic]> Hello :) 20100915 19:19:44-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100915 19:19:52< CIA-35> ivanovic * r46521 /trunk/po/ (10 files in 10 dirs): updated Lithuanian translation 20100915 19:20:52< thespaceinvader> Ivanovic: nothing further on those portraits, so yeah, fine by me. 20100915 19:21:06< Ivanovic> zookeeper: is your stuff listed in the changelog? 20100915 19:21:32< alink> Ivanovic: ready 20100915 19:22:13< Ivanovic> alink: if you have not read it in the logs: good work speeding up terrain animations, load is not really okay on the pandora with "all animated water shown" 20100915 19:22:51< Ivanovic> (something like 40% load, with some forest area with units and villages and music playing it is at about 25% cpu load) 20100915 19:23:24< alink> Ivanovic: "not really okay" ? 20100915 19:23:37< Ivanovic> s/not// 20100915 19:23:57< alink> hehe, glad to hear that :) 20100915 19:24:20< Gambit> Ivanovic: I finally decided to google what you keep talking about "pandora", and holy cow I want one. 20100915 19:24:32< Gambit> I want one yesterday... 20100915 19:24:34< Ivanovic> Gambit: hehe, yeah, it is a *great* toy 20100915 19:24:56< Ivanovic> Gambit: if you come to fosdem next year (beginning of febuary) it is likely that you could test mine 20100915 19:24:58< Ivanovic> ;) 20100915 19:25:11< zookeeper> Ivanovic, yeah, all my stuff should be in now and changelogged 20100915 19:25:14< Ivanovic> in general it is really hard to get a pandora, so far only ~800 shipped worldwide 20100915 19:25:19< CIA-35> zookeeper * r46522 /trunk/changelog: Updated changelog. 20100915 19:25:23< zookeeper> eleazzaar, done 20100915 19:26:54< Ivanovic> (that is: at ebay they sell by far above the normal price, something like >=400€ where a new one as preorder for batch2 (which should start being shipped sometime in november if things go smooth (they have not gone smooth so far for the first batch...)) is at about 330€) 20100915 19:35:38< Ivanovic> since noone pinged me asking not to release i'll work on releasing now 20100915 19:36:38-!- TheBuzzSaw [~buzz@75-174-87-200.bois.qwest.net] has joined #wesnoth-dev 20100915 19:38:01-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100915 19:41:02< CIA-35> ivanovic * r46523 /trunk/ (148 files in 27 dirs): 20100915 19:41:02< CIA-35> pot-update (preparing for 1.9.1) 20100915 19:41:02< CIA-35> regenerated doc files 20100915 19:41:32-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100915 19:41:58-!- billynux [~billy@wesnoth/developer/billynux] has joined #wesnoth-dev 20100915 19:42:27< CIA-35> ivanovic * r46524 /trunk/ (changelog configure.ac players_changelog src/wesconfig.h): bump version to 1.9.1 20100915 19:42:59< boucman> hey all 20100915 19:43:04-!- Ivanovic changed the topic of #wesnoth-dev to: releasing 1.9.1, using r46524 | 155 bugs, 297 feature requests, 17 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100915 19:43:12< Ivanovic> boucman: ready for 1.9.1? 20100915 19:43:17< boucman> yup 20100915 19:43:26< Ivanovic> billynux: ready for 1.9.1? 20100915 19:43:34< billynux> hi Ivanovic 20100915 19:43:58< billynux> Ivanovic, yes, except your bug report about passwords starting with 0... 20100915 19:44:13< billynux> Ivanovic, were you sure that was a network problem? 20100915 19:44:17< billynux> (never got around to it) 20100915 19:44:54< Ivanovic> work on it as soon as you can (maybe talk to silene about it, not sure) so that this is fixed in 1.9.2 20100915 19:44:55< Ivanovic> ;) 20100915 19:46:09< billynux> Ivanovic, did 1.9 pass muster? 20100915 19:46:47< Ivanovic> the main issues we had in 1.9.0 should have been fixed now, right? (the network stuff) 20100915 19:48:48< billynux> Ivanovic, yes, the main ones I fixed pretty close to when they came up 20100915 19:49:03< billynux> Ivanovic, I then added two bug reports about not-crucial stuff 20100915 19:49:17< billynux> but haven't been able to get around to them 20100915 19:50:11< billynux> Ivanovic, I have about 1/2 hr now, anything in particular you would like me to look at? 20100915 19:50:31< Ivanovic> nah, won't be in 1.9.1 anyway 20100915 19:50:33< Ivanovic> ;9 20100915 19:50:39< Ivanovic> just work on what you think most important 20100915 19:52:17-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100915 19:54:04-!- fangism2 is now known as fangism0 20100915 19:54:56< billynux> Ivanovic, good, will do. On a personal note: It is most important that I procure myself a job ATM (University is not paying off :( ) 20100915 19:55:18< Ivanovic> yeah, this happens 20100915 19:55:23< loonycyborg> I hope that people won't be freaked out by new layout of the main menu. 20100915 19:56:22< billynux> loonycyborg, hm... did someone get around to offering the proxy connection settings in the network menu? 20100915 19:58:13-!- Upth [~ogmar@adsl-75-26-178-17.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100915 19:58:36< Ivanovic> alink, mordante: looks like in the new main menu by default no addon server is shown, would be nice to list add-ons.wesnoth.org as default 20100915 19:58:54< loonycyborg> billynux: I didn't see anything like that anywhere in connect to.. dialogs 20100915 19:59:04-!- _jbx_ [~jbailey@12.190.80.225] has joined #wesnoth-dev 20100915 19:59:56< loonycyborg> Ivanovic: It reverts to campaigns.wesnoth.org if I click on connect with that field left empty. 20100915 20:00:09< Ivanovic> loonycyborg: ah, okay 20100915 20:00:53< loonycyborg> But I can't say that it isn't a bug, at least because it always comes empty at first. 20100915 20:01:08-!- Upthorn [ogmar@75.26.185.127] has quit [Ping timeout: 276 seconds] 20100915 20:01:39< Ivanovic> fendrin: low generates many warnings when starting it 20100915 20:01:41< Ivanovic> 20100915 20:01:14 warning engine: variable_info: retrieving member of non-existant WML container, hero_store.x 20100915 20:06:21< loonycyborg> billynux: Can't you at least support them via command-line option? 20100915 20:07:05< billynux> loonycyborg, well, ANA supports proxies with none and basic authentication 20100915 20:07:20< billynux> it's just a matter of calling connect_with_proxy instead of connect 20100915 20:08:03< billynux> loonycyborg, is there a way to test from my code if a specific option was given via command-line? and retrieve it's value? 20100915 20:08:53< billynux> I would need: 1-proxy-address (mandatory) 2-proxy-port (mandatory) 3-proxy-user (optional) 4-proxy-password (optional) 20100915 20:09:07< loonycyborg> Command-line handling is in game.cpp 20100915 20:12:16-!- Bocom [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 20100915 20:12:16-!- Bocom_ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100915 20:12:24< billynux> loonycyborg, ok, but are they globally accessible? 20100915 20:12:40-!- Upth [~ogmar@adsl-75-26-178-17.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20100915 20:12:55< loonycyborg> It's just some if blocks that can do anything, e.g. modify global variables. 20100915 20:13:21-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth-dev 20100915 20:13:21-!- Bocom_ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 20100915 20:13:23-!- Bocom__ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100915 20:13:29< billynux> hm, lines? :) (sorry for my lazyness, game.cpp is a big source file) 20100915 20:13:38< loonycyborg> Like if(val == "--fps") { preferences::set_show_fps(true);} 20100915 20:14:05< loonycyborg> Around line 306 20100915 20:14:23< billynux> good 20100915 20:16:30 * billynux thinks someone should ban duplicate file names from a single repository... no good when combined with editor sessions 20100915 20:17:17< billynux> Ivanovic, by the looks of it, and after help from loonycyborg, it appears I may simply add proxy support for 1.9.1 20100915 20:17:19< loonycyborg> You'd also need to update the help text and the man page. 20100915 20:17:26< billynux> :S 20100915 20:17:42< Ivanovic> billynux: no way since i am already uploading the tarball and just commited the tag 20100915 20:17:46< billynux> :D 20100915 20:17:47< CIA-35> ivanovic * r46525 /tags/1.9.1/: tagged 1.9.1, using r46524 20100915 20:17:56< billynux> timing ftl 20100915 20:18:31< billynux> darn, nice feature to squeeze in though 20100915 20:21:12< loonycyborg> Maybe you should add the option around line 1862 instead. 20100915 20:22:26< billynux> loonycyborg, I was thinking around 460 20100915 20:22:42< CIA-35> ivanovic * r46526 /trunk/ (changelog configure.ac players_changelog src/wesconfig.h): post release version bump to 1.9.1 20100915 20:22:46< billynux> ah, you mean the help 20100915 20:23:49< billynux> loonycyborg, and I'm guessing that I can do argv_[ ++arg_ ] to fetch the parameter 20100915 20:25:48< loonycyborg> I mean that some options are processed in game_controller::game_controller() and some in process_command_args(). I wonder why is that.. 20100915 20:27:57< loonycyborg> Anyway, I've gotta build windows release. 20100915 20:28:01-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: I ATE'NT DEAD] 20100915 20:28:11< alink> Ivanovic: indeed, I know nothing about that, but clicking "connect" fix it 20100915 20:28:51-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100915 20:32:15-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100915 20:32:54< Ivanovic> ah, the upload will be done in some 20mins 20100915 20:33:02< Ivanovic> and then another hour for uploading the pandora binary... 20100915 20:38:25-!- Bocom__ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 20100915 20:38:39-!- Bocom__ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100915 20:39:12-!- Vir [~mkretz@kde/mkretz] has quit [Ping timeout: 272 seconds] 20100915 20:39:31< billynux> Ivanovic, I was thinking something like: http://wesnoth.pastebin.com/3Ms3ts6V to be added around game.cpp:460 20100915 20:39:52< Ivanovic> billynux: no idea what is the best way to do this stuff 20100915 20:40:11< Ivanovic> maybe loonycyborg or Soliton good an idea how it should look regarding params and the likes 20100915 20:40:15< billynux> Ivanovic, I would still need to update the help, manual and the network module to support the options, but it should work fine 20100915 20:40:17< billynux> Soliton, ^ 20100915 20:40:33< billynux> anyway, gotta go now, I'll do this in the next few days 20100915 20:41:08< billynux> too bad I didn't think of using the command line options before! :( 20100915 20:44:01< billynux> see ya; 20100915 20:44:03-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100915 20:44:27-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100915 20:53:29< fendrin> Ivanovic: Yes I know. I plan a fix but it won't reach 1.9.1. The warnings aren't serious anyway. 20100915 20:57:18-!- Bocom__ is now known as Bocom 20100915 20:58:29-!- Bocom_ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100915 20:58:29-!- Bocom [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 20100915 20:59:37-!- Bocom_ [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Client Quit] 20100915 21:04:23< Ivanovic> okay, 1.9.1 is done so far, only got to complete uploading the pandora binary 20100915 21:04:38< Ivanovic> (about 40 to 45mins left for this) 20100915 21:04:51< Ivanovic> crimson_penguin, loonycyborg, Rhonda: new wesnoth dev release is out 20100915 21:05:09< Rhonda> How so, I haven't even yet packaged the old one. %-) 20100915 21:05:16-!- Ivanovic changed the topic of #wesnoth-dev to: released 1.9.1, announcing soon | 155 bugs, 297 feature requests, 17 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100915 21:05:20< Ivanovic> :) 20100915 21:05:31 * Rhonda is bad these days. 20100915 21:05:52< Rhonda> Too much freeze going on at the same time, and too much other work jumping in to take the place. 20100915 21:06:49-!- EdB [~edb@70.103.89-79.rev.gaoland.net] has joined #wesnoth-dev 20100915 21:22:50-!- TheBuzzSaw [~buzz@75-174-87-200.bois.qwest.net] has quit [Ping timeout: 264 seconds] 20100915 21:23:22-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100915 21:26:09-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100915 21:27:20-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100915 21:33:51-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100915 21:37:14-!- Bocom [~Bocom@c-65cee255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100915 21:39:35-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100915 21:42:18-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Read error: Connection reset by peer] 20100915 21:43:47-!- dtiger [~dtiger@dynamic-vpdn-91-149-132-166.telecom.by] has quit [Remote host closed the connection] 20100915 21:47:19-!- Upth [~ogmar@sccadmin22079.scc.losrios.edu] has joined #wesnoth-dev 20100915 21:47:19-!- Upth is now known as Upthorn 20100915 21:51:32-!- ilor__ [~ilor@aup74.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20100915 21:52:22-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100915 21:52:46-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100915 22:02:30-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100915 22:05:50-!- teaser [~tsr@h-37-9.A254.priv.bahnhof.se] has joined #wesnoth-dev 20100915 22:07:35< teaser> hi, tried to compile 1.9.0 (on deb-squeeze) it failed on generator.cpp Now I see 1.9.1 is released can I just switch my repo and try to compile 1.9.1 or do I need to clean up in some way? 20100915 22:07:41-!- Simons_Mith [524536cf@gateway/web/freenode/ip.82.69.54.207] has joined #wesnoth-dev 20100915 22:09:09-!- Espreon|mkraid [~metakraid@wesnoth/developer/espreon] has joined #wesnoth-dev 20100915 22:11:10< Rhonda> teaser: I'm sorry to not have gotten around to prepare the package yet. %-( 20100915 22:11:58-!- EdB [~edb@70.103.89-79.rev.gaoland.net] has quit [Quit: Konversation terminated!] 20100915 22:12:11-!- EdB [~edb@70.103.89-79.rev.gaoland.net] has joined #wesnoth-dev 20100915 22:13:39-!- anonymissimus [~chatzilla@HSI-KBW-095-208-007-247.hsi5.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20100915 22:14:33< alink> teaser posting the error message might be useful 20100915 22:15:23< alink> teaser: for the build question, I suppose it depends what you use (cmake, scons, make) 20100915 22:15:38< shadowmaster> Gambit: remind me to add a clause to ban rent-a-mods on sight when I publish the firwt draft of the new Posting Guidelines. 20100915 22:15:48< shadowmaster> first, even 20100915 22:16:10< alink> with make, I suppose that "make clean" is enough, but sometimes also need to use autogen.sh 20100915 22:18:18-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100915 22:19:18-!- Upthorn [~ogmar@sccadmin22079.scc.losrios.edu] has quit [Ping timeout: 240 seconds] 20100915 22:22:16< teaser> alink, error: http://wesnoth.pastebin.com/nEYx259s build-tool: scons 20100915 22:22:33< teaser> Rhonda, np ;) 20100915 22:24:34< loonycyborg> teaser: No cleanup is generally needed. 20100915 22:24:52< teaser> loonycyborg, ok, thanks 20100915 22:24:54-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20100915 22:25:36< loonycyborg> teaser: Ouch! It's an internal compiler error. 20100915 22:26:19< loonycyborg> Depending on whether it's reproduceable it's either gcc bug or some issue with your hardware. 20100915 22:26:35< alink> teaser: thanks, and indeed weird error 20100915 22:26:50< teaser> yup, wanted to come here to troubleshoot/report but will try with 1.9.1 first ;) 20100915 22:26:53< Espreon> loonycyborg: What version of Pango do the Windows builds use? 20100915 22:28:14-!- ilor__3 [~ilor@auo10.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20100915 22:28:17< alink> if random, I had faulty RAM causing things like that 20100915 22:28:39 * shadowmaster feels lucky to have never stumbled upon faulty RAM 20100915 22:28:41-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Ping timeout: 240 seconds] 20100915 22:28:42< loonycyborg> Espreon: 1.26.1 20100915 22:28:56< Espreon> Thanks. 20100915 22:29:05< loonycyborg> teaser: That could be also OOM killer. You've run out of memory and gcc got killed. 20100915 22:29:17< fendrin> wesbot: seen sapient? 20100915 22:29:18< wesbot> fendrin: The person with the nick Sapient last spoke 3d ago. 2d 22h ago they left with the message: Quit: ChatZilla 0.9.86-rdmsoft [XULRunner 1.9.0.17/2009122204] 20100915 22:29:57-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100915 22:30:05< teaser> loonycyborg, ok, will watch my resource meter while compiling 20100915 22:31:20-!- ilor__ [~ilor@aup74.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 276 seconds] 20100915 22:32:47-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100915 22:33:54< loonycyborg> shadowmaster: I did have one once. It caused programs to crash randomly and random pixels to be painted in a graphics editor :P 20100915 22:34:36-!- EdB [~edb@70.103.89-79.rev.gaoland.net] has quit [Remote host closed the connection] 20100915 22:35:37-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100915 22:36:02< loonycyborg> Ivanovic: 1.9.1 windows release is uploaded. 20100915 22:36:35< Ivanovic> loonycyborg: cool 20100915 22:36:38-!- teaser [~tsr@h-37-9.A254.priv.bahnhof.se] has quit [Ping timeout: 264 seconds] 20100915 22:40:02< Rhonda> ouch, yet another ICE? 20100915 22:40:44-!- teaser [~tsr@h-37-9.A254.priv.bahnhof.se] has joined #wesnoth-dev 20100915 22:46:53-!- Vir [~mkretz@HSI-KBW-091-089-141-103.hsi2.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20100915 22:46:54-!- Vir [~mkretz@HSI-KBW-091-089-141-103.hsi2.kabel-badenwuerttemberg.de] has quit [Changing host] 20100915 22:46:54-!- Vir [~mkretz@kde/mkretz] has joined #wesnoth-dev 20100915 22:47:53-!- loonybot [~loonybot@ppp79-139-139-155.pppoe.spdop.ru] has joined #wesnoth-dev 20100915 22:47:53-!- loonybot [~loonybot@ppp79-139-139-155.pppoe.spdop.ru] has quit [Changing host] 20100915 22:47:53-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100915 22:55:16-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20100915 22:57:41-!- wesbot changed the topic of #wesnoth-dev to: released 1.9.1, announcing soon | 156 bugs, 297 feature requests, 17 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100915 23:02:30-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has quit [Ping timeout: 272 seconds] 20100915 23:04:13< teaser> anyway 1.9.1 built fine... 20100915 23:04:53-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 20100915 23:08:48-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100915 23:09:09< CIA-35> espreon * r46527 /trunk/data/hardwired/tips.cfg: Applied patch #1964 with modifications. 20100915 23:27:46-!- Daltx [~~@unaffiliated/op] has quit [] 20100915 23:30:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100915 23:31:07-!- Blueblaze [~Blueblaze@adsl-99-185-8-197.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100915 23:33:32-!- Daltx [~~@unaffiliated/op] has joined #wesnoth-dev 20100915 23:36:29-!- Vir [~mkretz@kde/mkretz] has quit [Ping timeout: 246 seconds] 20100915 23:39:17-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100915 23:47:04-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100915 23:51:28-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth-dev 20100915 23:54:17-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] --- Log closed Thu Sep 16 00:00:35 2010