--- Log opened Thu Oct 14 00:00:03 2010
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20101014 00:56:20< AI0867> alink: OpenGL: 1.3 Mesa 7.0.4
20101014 00:56:20< AI0867> GPU: Mesa DRI Intel(R) 915GM 20061017 x86/MMX/SSE2 by Tungsten Graphics, Inc
20101014 00:56:23< AI0867> 20101014 00:55:36 error display: Driver don't support GL_EXT_framebuffer_object.
20101014 00:56:29< AI0867> [2] 16995 segmentation fault ./wesnoth
20101014 01:09:22< stikonas> oh, that is an ancient version of Mesa
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20101014 01:11:31< AI0867> debian stable
20101014 01:11:58< AI0867> do we have a "this page contains non-canon information" template for the wiki?
20101014 01:24:42< stikonas> by the time wesnoth-ogl will be released, I'm sure that debian-stable will contain something newer
20101014 01:26:09< stikonas> 7.7 is in testing, and 7.7 supports KMS and hence FBOs
20101014 01:26:18< Espreon> But, it's Debian stable...
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20101014 01:29:47< AI0867> stikonas: squeeze will probably stabilize within 6 months
20101014 01:30:17< AI0867> squeeze has 7.7
20101014 01:30:17< stikonas> yeah, this is not unlikely
20101014 01:30:28< stikonas> so I've said
20101014 01:30:58< AI0867> the main reason I haven't upgraded this laptop yet is that I don't want to get rid of KDE 3.5
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20101014 01:31:12< stikonas> will wesnoth-ogl go to wesnoth 1.12?
20101014 01:31:32< Espreon> AI0867: Why do you want to keep KDE 3.5?
20101014 01:32:09< AI0867> because the versions of KDE 4 I've used so far (mostly) work, but aren't really much of an improvement
20101014 01:32:28< AI0867> and I don't want to have to fix and recustomize stuff
20101014 01:32:56< Espreon> I see.
20101014 01:32:59< stikonas> AI0867: then I can only suggent to compile mesa yourself
20101014 01:33:57< stikonas> it is even possible to use mesa without installing it (LIBGL_DRIVERS_DIR and LD_LIBRARY_PATH shell variables allow this)
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20101014 01:54:02< shadowmaster> AI0867: and experimental has 7.8 for the lazy
20101014 01:54:27< shadowmaster> compiling mesa from source is really easy, the hard part is coping with the package manager decisions ;)
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20101014 01:55:26< shadowmaster> I just went with pinning all related packages since I couldn't be bothered to learn better, or to convince X et al to use libraries from /usr/local
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20101014 02:15:37-!- wesbot changed the topic of #wesnoth-dev to: 164 bugs, 298 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20101014 11:10:54< AI0867> alink: it indeed works (very slowly) under squeeze. perhaps you can add a mesa version test to the build systems?
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20101014 11:45:42< Ivanovic> AI0867: the mesa version test in the build system will not help at all
20101014 11:45:59< Ivanovic> AI0867: the only usable thing is checking for the available extensions that opengl does provide when starting
20101014 11:47:03< Ivanovic> (you just link against a reather generic opengl header, this one can be used eg with the mesa driver but also with the nvidia proprietary driver or the amd/ati proprietary driver without recompilation though all of them got different opengl implementations)
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20101014 13:54:30< timotei> Ivanovic: thanks for the link. didn't thought I'd need to monitor the forums :P
20101014 13:54:35< timotei> actually, didn't know
20101014 13:55:23< stikonas> timotei: I've noticed quite a lot of files with windows line endings in utils/java. Maybe it is worth running dos2unix on them?
20101014 13:55:48< timotei> stikonas: thanks for the tip. Espreon already did several times on that, but the problem it's a bit... awkward
20101014 13:56:01< timotei> I still run for the momen on windows (need some windows only software for university)
20101014 13:56:09< stikonas> oh, I see
20101014 13:56:17< timotei> I used git with auto CR->LF=true, but that broke several times my working git copy :(
20101014 13:56:33< timotei> also, I've tried dos2unix myself
20101014 13:56:36< stikonas> btw, can anybody tell me if this is a correct syntax Negotiate with the Elves\n
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20101014 13:56:38< timotei> but on windows there isn't
20101014 13:56:45< timotei> hmm
20101014 13:56:50< timotei> green should be withing "
20101014 13:56:52< timotei> afair
20101014 13:57:03< timotei> it's that for a HTML page?
20101014 13:57:09< timotei> or some wesnoth documentation/wml?
20101014 13:57:15< stikonas> it is from anl
20101014 13:57:19< stikonas> I was translating it
20101014 13:57:22< timotei> and span should end in not in
20101014 13:57:26< stikonas> and noticed that span is not closed
20101014 13:57:30< timotei> yeah
20101014 13:57:32< timotei> it's *
20101014 13:58:11< stikonas> ok, I will try to find who is the maintainer of ANL.
20101014 14:00:53< zookeeper> no one
20101014 14:01:01< zookeeper> and anyone with commit access can fix it
20101014 14:02:00< stikonas> zookeeper: can you fix it? I don't have commit access.
20101014 14:04:26< CIA-88> zookeeper * r47042 /trunk/data/multiplayer/scenarios/ANL_utils/ANL_leader_options.cfg: Fixed a broken .
20101014 14:04:27< zookeeper> stikonas, ^
20101014 14:05:00< stikonas> thanks
20101014 14:05:42< timotei> stikonas: do you know how I run dos2unix on a whole file
20101014 14:05:43< timotei> ?
20101014 14:05:49< timotei> I don't want to run it on each file:|
20101014 14:05:59< stikonas> timotei: only on Linux
20101014 14:06:00< timotei> dos2unix.exe -U -b org.wesnoth
20101014 14:06:08< timotei> how you do that in linux?
20101014 14:06:23< stikonas> find . -name '*' -exec dos2unit {} \;
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20101014 14:07:11< stikonas> maybe I can do a patch
20101014 14:07:27< stikonas> but since I don't have commit access, I will have to mail it
20101014 14:07:32< timotei> ok
20101014 14:07:39< timotei> hmm let me check that command
20101014 14:08:12< Ivanovic> timotei: IIRC lineendings should be set to "native"
20101014 14:08:18< Ivanovic> so under windows you commit windows newlines
20101014 14:08:28< Ivanovic> and under *NIX you commit the good stuff
20101014 14:08:43< Ivanovic> so there *should* be no need ever to use dos2unix when commiting from windows
20101014 14:08:47< timotei> Ivanovic: well...
20101014 14:09:08< timotei> I remember that was not a good idea, git will see the files modified then
20101014 14:09:17< timotei> because it will convert LF->CRLF
20101014 14:09:41< timotei> but I will check it again. anyways, that mismatch checksum error gives me a LOT of headaches
20101014 14:09:43 * Ivanovic does not understand what you current problem is
20101014 14:09:57< Ivanovic> s/you/your
20101014 14:10:20< timotei> on windows, when using git with autorcrlf=native / input, you'll eventually get a 'checksum mismatch error'
20101014 14:10:24< timotei> I don't know why
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20101014 14:10:32< Ivanovic> in theory the lineendings you get should depend upon the system you use, so when running things under linux you should get LF, when under windows you should get CRLF
20101014 14:10:48< Ivanovic> ah, okay
20101014 14:10:58< Ivanovic> probably something to do with git/svn communication
20101014 14:11:24< timotei> I don't know. I've searched 3-4 full days for a solution... but nothing came up
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20101014 14:23:19< timotei> Ivanovic: anyway. I'm making a backup of the git working tree, and try that to native. hopefully will work ok:D
20101014 14:25:00< timotei> Ivanovic: (from git documentation): CRLF conversion bears a slight chance of corrupting data. When it is enabled, git will convert CRLF to LF during commit and LF to CRLF during checkout
20101014 14:25:07< timotei> Ivanovic: that must be the thing it was done to me
20101014 14:25:45< timotei> ok, time for schools
20101014 14:25:47< timotei> byes
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20101014 14:49:45< CIA-88> ai0867 * r47043 /trunk/data/tools/wesnoth/wmlparser2.py: Use json.dumps as strify() when available
20101014 14:53:26< fendrin> Hello
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20101014 16:09:47< CIA-88> ivanovic * r47044 /branches/1.8/po/wesnoth-httt/ja.po: updated Japanese translation
20101014 16:09:51< CIA-88> ivanovic * r47045 /trunk/po/wesnoth-httt/ja.po: updated Japanese translation
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20101014 17:05:36< shadowmaster> ohhh, more mordante-style broken English in the wescamp-i18n wiki page.
20101014 17:06:12< shadowmaster> (don't touch it, I'm in the process of revising the whole thing since it's been pretty much abandoned for years)
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20101014 17:15:17< shadowmaster> finished. http://wiki.wesnoth.org/WesCamp
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20101014 17:46:09< H-Hour_> this may seem like a presumptuous question, but out of curiosity: do the developers foresee the possibility of mainlining a multiplayer-only campaign, or would any future mainline campaign have to support both single and multiplayer (like LoW)?
20101014 17:47:11< zookeeper> yes, no
20101014 17:47:38< H-Hour_> thanks, good to know.
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20101014 18:29:02< shadowmaster> I guess nobody would mind if I tried my hand at improving the appearance of units.w.o and gettext.w.o?
20101014 18:29:29 * shadowmaster needs more web sites/pages to touch up and he already finished with his.
20101014 18:30:24< Arc> there i think i got it
20101014 18:30:51< Arc> a much more robust en -> en@shaw semi-automated translation editor
20101014 18:32:25< Arc> python, curses, sqlite with 45k word dictionary.. only thing left is being able to add and edit words to the dictionary directly through the interface
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20101014 18:45:41 * AI0867 kicks CIA-88
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20101014 18:46:44< CIA-88> ow
20101014 18:48:49< CIA-88> ai0867 * r47046 /trunk/data/tools/wesnoth/wmlparser.py: Port json.dumps usage from wmlparser2 to python wmlparser
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20101014 19:35:54< zookeeper> eleazzaar, i've been spending today trying to come up with a solution to the beach problem... or more precisely trying to come up with a way to make them as wall-style transitions instead of normal two-sided transitions. not sure if my idea will work though, but we'll see...
20101014 19:36:01< zookeeper> +time
20101014 19:37:18< eleazzaar> you mean corner based?
20101014 19:38:07< zookeeper> yes
20101014 19:38:39< zookeeper> i think the reason you didn't want to do them that way was the little gaps you'd get at the 3-way corners which would need lots of small special tiles to cover
20101014 19:41:27< eleazzaar> if it was always, only water and sand, corner transitions would be fine, (i think) The reason i didn't pursue that was it wasn't clear how to mesh that with other non-corner land-to-water transitions
20101014 19:41:46< eleazzaar> i'll be around later...
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20101014 19:59:14< mordante> servus
20101014 19:59:33< mordante> shadowm_laptop, what do you mean with "17:05 ohhh, more mordante-style broken English in the wescamp-i18n wiki page.
20101014 19:59:35< mordante> "
20101014 19:59:42< shadowmaster> nothing
20101014 20:00:05< mordante> then why tell I broke something :-|
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20101014 20:15:37-!- wesbot changed the topic of #wesnoth-dev to: 164 bugs, 299 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20101014 21:12:23< eleazzaar> zookeeper: around?
20101014 21:16:56< eleazzaar> I might have figured out how to do the shore with corner trans
20101014 21:17:27< eleazzaar> i wondered what you came up with before i go too far in trying to implement
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20101014 21:32:39< Lancer2013> Question: Is there a Bugzilla, review board, for Wesnoth?
20101014 21:33:02< Gambit> http://bugs.wesnoth.org ?
20101014 21:39:27< Lancer2013> much thanks
20101014 21:43:08< zookeeper> eleazzaar, i'm back, just a minute...
20101014 21:46:27< zookeeper> eleazzaar, ok, so just to get us on the same page: this is what a basic corner beach would look like (ignore the fact that the convex and concave tiles don't match each other perfectly): http://imagebin.org/118515
20101014 21:46:50< zookeeper> so the only problem is layering (which i don't think will be an issue) and those little gaps
20101014 21:47:37< zookeeper> mostly i've been trying to close the gaps with a rather elaborate alpha masking trick, which wouldn't require new beach tiles at all, just some alpha masks which could probably be used elsewhere too
20101014 21:47:47< zookeeper> however, it's so confusing that i haven't gotten it working yet
20101014 21:48:15< eleazzaar> alpha masks...
20101014 21:48:32< zookeeper> the other possibility is simply having special tiles for those 3-way corners, but i think that means 24 extra images (12 for convex, 12 for concave)
20101014 21:49:16< eleazzaar> so you would apply a full between the beach and grass, but mask out most of it on the grass side with a mask?
20101014 21:49:25< zookeeper> yes
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20101014 21:50:01< mordante> alink I've some questions regarding the unit filtering in the tips of day, can you give me a ping?
20101014 21:50:24< zookeeper> eleazzaar, like this: http://imagebin.org/118516 (the alpha masking not applied there)
20101014 21:51:12< zookeeper> (and yes, it's a conscious choice that i use the convex tiles in the corners there, instead of concave)
20101014 21:51:38< eleazzaar> Why? at first glance i'd think it would work better the other way
20101014 21:52:44< zookeeper> i don't recall; i was comparing the two at some point and it just seemed easier to do the masking this way
20101014 21:52:57< mordante> I'm off night
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20101014 21:53:15< zookeeper> i don't have the vocabulary to explain it really, sorry :p
20101014 21:53:43< eleazzaar> heh
20101014 21:53:47< eleazzaar> i understand that
20101014 21:54:08< eleazzaar> but looking at this example: http://imagebin.org/118515
20101014 21:54:27< eleazzaar> the corner pieces doen't have to be anything special --- basically the normal tiles cut in half
20101014 21:55:34< eleazzaar> i don't know which way would be easier, but all the trans could be half-width
20101014 21:55:52< eleazzaar> which would only be 24 total
20101014 21:56:24< eleazzaar> since the two halves make a whole
20101014 21:58:48< zookeeper> well, you still need to smooth the ends of the corner pieces somehow
20101014 22:00:05< eleazzaar> you noticed how i joined the different colored chasms together?
20101014 22:00:19< eleazzaar> the edges are fuzzy
20101014 22:00:47< eleazzaar> maybe eaiser to look at the tiles that me try to explain
20101014 22:01:26< zookeeper> sure, i see what you mean
20101014 22:02:16< eleazzaar> i paint all the pieces together and then cut out pieces with fuzzy-edged overlapping shapes
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20101014 22:04:14< eleazzaar> like this:
20101014 22:04:15< eleazzaar> http://imagebin.org/118519
20101014 22:05:12< eleazzaar> the brown part would be the dirt-bank underwater
20101014 22:05:57< zookeeper> well, if you think that's manageable then i don't object
20101014 22:07:17< eleazzaar> let me try some more precise photoshop mockups
20101014 22:07:46< eleazzaar> but this angle looks very promising
20101014 22:08:51< eleazzaar> zookeeper: you have a new macro for corner transitions? that doesn't require such wide/tall images?
20101014 22:09:34< zookeeper> kinda, but it causes layering problems
20101014 22:10:31< zookeeper> i'm not sure if/when alink is going to take a closer look at that
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20101014 22:13:36< zookeeper> in any case i'm stopping this for tonight as i can't make any sense of any of this stuff anymore.
20101014 22:16:12< eleazzaar> thanks
20101014 22:16:36< eleazzaar> it's been helpful talking to you about it
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20101014 22:17:29< zookeeper> i can keep all the details of a simple corner transition pretty clearly in my mind, but when i add the exception for the convex endpoint tiles and then try to apply the correct alphamask tile to that, it feels like my brains start melting.
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20101014 22:18:24< eleazzaar> yeah, it's abstract
20101014 22:19:06< eleazzaar> i'm only comfortable with it after spending dozens and dozens of hours making/testing corner trans terrains
20101014 22:19:14< zookeeper> oh, btw, i was meaning to ask you if you could send me the files to your beach? i was just wondering if i could spot anything that'd solve your problem.
20101014 22:19:23< eleazzaar> sure
20101014 22:19:37< eleazzaar> attachment in PM?
20101014 22:19:40< zookeeper> yeah
20101014 22:22:05< zookeeper> it's not a problem to understand how the corner transitions work, it's the part where you're staring at the terrain rule and need to rotate it in your head and check that your @R references all work correctly and end up pointing at the right files and...urgh.
20101014 22:22:46< eleazzaar> sent
20101014 22:23:18< zookeeper> thanks, checking...
20101014 22:25:05< zookeeper> 63 tiles? oh my...
20101014 22:27:06< eleazzaar> only supposed to be 62
20101014 22:30:33< zookeeper> ok, i'm starting to be rather convinced that we should be making this with corner transitions. your idea of just cutting it up into 12 convex and 12 concave pieces instead of 6 each as usual sounds like a good idea.
20101014 22:40:39< eleazzaar> it's pretty similar to the way we do things already in image and macro crafting, so there should be fewer suprizes
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20101014 22:52:56< CIA-88> mordante * r47047 /trunk/ (11 files in 6 dirs):
20101014 22:52:56< CIA-88> Add new tips code for gui2.
20101014 22:52:56< CIA-88> It doesn't implement the filtering of the tips yet, but that's not used in
20101014 22:52:56< CIA-88> mainline at the moment.
20101014 22:53:44< eleazzaar> zookeeper: if i'm doing this right, it should work out like this:
20101014 22:53:52< eleazzaar> http://imagebin.org/118524
20101014 22:54:31< eleazzaar> more or less depending on how the layering is tweaked
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20101014 22:55:42< eleazzaar> Just minor glitchiness between sand and dirt of the type i generally overlook
20101014 22:57:30< zookeeper> yeah, looks nice
20101014 22:58:40< zookeeper> so is it a lot work to keep it cut down to so many fuzzy pieces?
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20101014 23:00:38< zookeeper> also, if it'd make things easier to manage, i think we might be able to do the fuzzying with alpha masks. at least the WML should be pretty simple.
20101014 23:00:58< zookeeper> but it's your call which way you'd prefer
20101014 23:02:32< eleazzaar> the hard part is figuring out where to paste each individual piece in the new image file
20101014 23:04:17< zookeeper> hmm...since these pieces don't need to layer with each other in any specific order, i think you could use my new macro which can use same-sized images
20101014 23:04:25< eleazzaar> at it's core all this transition is made up of is a circle like this: http://imagebin.org/118525
20101014 23:04:52< eleazzaar> and another similar circle with land and water on opposite sides
20101014 23:05:06< eleazzaar> cut up into 12 pieces each
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20101014 23:05:57< zookeeper> well, the way i work is that i place the circles on a hex template, then use magic wand on the template to choose the correct hexes i want, crop, remove the template layer and save
20101014 23:06:07< zookeeper> the pieces will automatically be in the correct place
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20101014 23:06:54< zookeeper> well, i guess it's not that trivial since you need to know which hexes to pick, but...
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20101014 23:08:31< Espreon> crimson_penguin: Shouldn't you have been "crimson_pingvin"?
20101014 23:08:44< crimson_penguin> hmm?
20101014 23:08:46< crimson_penguin> what was I?
20101014 23:08:53< eleazzaar> anyway, i can cut the pieces myself, or make fuzzy masks to cut them-- whatever is most efficient is fine with me. If using mask to cut them is more processor efficient, lets do that
20101014 23:09:52< Espreon> crimson_penguin: "crimson_pinvin"
20101014 23:10:00< crimson_penguin> really? oops
20101014 23:10:09< zookeeper> eleazzaar, i bet using IPF's to mask images is slower than just using readily masked images ;)
20101014 23:10:38< zookeeper> anyway, give me a few minutes and i'll commit a macro which i think you can use for corner transitions which don't need special layering
20101014 23:10:52< zookeeper> ...and which takes uniform-sized images
20101014 23:10:55< crimson_penguin> there, changed it
20101014 23:11:11< Espreon> Excellent.
20101014 23:11:45< eleazzaar> zookeeper: 2 questions:
20101014 23:12:10< eleazzaar> 1) how do i name the 12 transitions
20101014 23:13:20< zookeeper> eleazzaar, oh, good point :P of course any existing macro doesn't handle 12 images
20101014 23:13:46< zookeeper> i'll take a look..
20101014 23:13:57< eleazzaar> no hurry
20101014 23:14:13< eleazzaar> i won't have the images done for at least another 24 hours
20101014 23:14:32< eleazzaar> though i can throw together something to test if you need it
20101014 23:15:37< zookeeper> well, sure, if you can get me a testing set then i can work on this when you're not around
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20101014 23:18:17< zookeeper> i guess you can name them however you want, but i guess it could be clearer if you could reuse the br/tl/l/r/tr/bl convention at least partly
20101014 23:20:04< eleazzaar> "br" and "brr"?
20101014 23:20:26< eleazzaar> "rb", "rt"?
20101014 23:20:32< eleazzaar> =
20101014 23:20:52< zookeeper> actually i think we must encode everything using just the six strings
20101014 23:21:20< eleazzaar> "bottom right", "bottom right, right", "right bottom"....
20101014 23:21:23< zookeeper> yeah
20101014 23:21:48< eleazzaar> whatever makes sense to you, it's more relevant to macro-writing
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20101014 23:22:38< zookeeper> yeah, i need a bit more time to figure it out, but for now you can name the files using whatever method you want and i'll change them if i need to
20101014 23:23:23< Wesnother> I am looking to do .. -More powerful village naming- which files do I need to look at/edit to do this?
20101014 23:23:47< Wesnother> On Wesnoth -- Linux/chakra
20101014 23:24:14< eleazzaar> zookeeper: so what am i centering the images on?
20101014 23:24:35< eleazzaar> the three corners?
20101014 23:24:52< zookeeper> eleazzaar, yes. just a sec, i'll pastebin you a template...
20101014 23:25:02< eleazzaar> cool
20101014 23:25:29< zookeeper> urgh, i wish no one would mind if that random map location naming thing was just removed entirely.
20101014 23:26:34< Wesnother> Anyone know where to look so I can do a patch on better village naming?
20101014 23:27:15< Wesnother> what files I should look in? I know its in projectfiles... but under what .cpp should i look at.
20101014 23:27:59< zookeeper> eleazzaar, argh, you don't need me to give you a template: just have two images, depicting 3 hexes in the two possible configurations...
20101014 23:28:25< eleazzaar> got it
20101014 23:28:31< zookeeper> and then draw the corners in the middle
20101014 23:29:19< Wesnother> Also -- anyone else notice errors on the Doxygen? -- coming up as errors when i select classes tab etc
20101014 23:30:18< zookeeper> eleazzaar, if you paste a hexmap on any current corner tiles, you'll see that the 2-on-the-left-1-on-the-right template fits half of the images and the other half requires a 4-hex image, which is like 1-hex-on-the-left-2-on-the-right except with an added top left hex.
20101014 23:30:46< zookeeper> (paste a hexmap and then align in with the canvas, that is...)
20101014 23:31:10< zookeeper> boucman, ^ can you help Wesnother?
20101014 23:31:29< eleazzaar> yeah, i knew it was based on having a hex in the upper left corner of the cavas
20101014 23:32:09< boucman> Wesnother: hmm, I don't remember of the top of my head...
20101014 23:32:32< boucman> there was an easy coding task about that at some point, I might have written the file name somewhere in there...
20101014 23:32:46< boucman> if not, a quick grep should find it
20101014 23:33:55< zookeeper> eleazzaar, yep, that's why using rotations requires two differently sized images; i'm hoping alink will fix that at some point so we can use just one size (which would be much less confusing...)
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20101014 23:34:14< boucman> Wesnother: it's in mapgen.cpp look for default_generate_map
20101014 23:34:30< zookeeper> currently we can workaround that in a way which messes up layering, but as i said in this case it doesn't matter in which order the beach tiles get drawn relative to each other, so it should be fine
20101014 23:34:35 * zookeeper goes afk for a moment
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20101014 23:37:31< boucman> Wesnother: look into mapgen.cpp
20101014 23:37:40< boucman> function default_generate_map
20101014 23:38:27< Ivanovic> crab_: [23:37:57] Do me a favour Ivanovic and get crab to submit his costs now
20101014 23:38:31< Ivanovic> wesbot: seen crab_
20101014 23:38:32< wesbot> Ivanovic: The person with the nick Crab_ last spoke 2d 8h ago. 1d 5h ago they left with the message: Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org
20101014 23:38:43< Ivanovic> crab_: yeah, we *really* need your travel recipe!
20101014 23:39:28< loonycyborg> You mean a receipt? :P
20101014 23:39:42< Ivanovic> yeah, whatever
20101014 23:39:58< Ivanovic> we need the bill from his travel agency for his flight to san francisco
20101014 23:41:02< Ivanovic> crab_: please mail the bill to noy ASAP (if you don't have his email addy either ask him or send it to me, i will forward it)
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20101014 23:45:47< Wesnother> boucman: is there any other files + functions I should know about for the village naming?
20101014 23:46:44< boucman> Wesnother: explore the code, that's probably the main function but I havn't looked at that area for ages...
20101014 23:47:07< Wesnother> boucman: much thanks
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--- Log closed Fri Oct 15 00:00:10 2010