--- Log opened Fri Dec 31 00:00:41 2010 --- Day changed Fri Dec 31 2010 20101231 00:00:41-!- vcap [~vcap@AReims-551-1-101-51.w86-207.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 00:01:58-!- mjs-de [~mjs-de@p3EE22F55.dip.t-dialin.net] has quit [Ping timeout: 260 seconds] 20101231 00:02:26-!- mjs-de [~mjs-de@p3EE271AE.dip.t-dialin.net] has joined #wesnoth-dev 20101231 00:05:32-!- vcap [~vcap@AReims-551-1-101-51.w86-207.abo.wanadoo.fr] has quit [Read error: Operation timed out] 20101231 00:06:54-!- GNUtoo|laptop [~gnutoo@host7-149-dynamic.51-79-r.retail.telecomitalia.it] has quit [Quit: Program received signal SIGSEGV, Segmentation fault.] 20101231 00:08:05-!- Upth [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20101231 00:08:05-!- Upth is now known as Upthorn 20101231 00:13:12-!- mjs-de [~mjs-de@p3EE271AE.dip.t-dialin.net] has quit [Remote host closed the connection] 20101231 00:24:25-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Ping timeout: 276 seconds] 20101231 00:49:38-!- vcap [~vcap@AReims-551-1-36-161.w86-215.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 00:51:52-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 276 seconds] 20101231 01:03:17-!- Grimling [~floris_ki@91.181.56.191] has quit [Ping timeout: 276 seconds] 20101231 01:04:37-!- Grimling [~floris_ki@91.181.26.59] has joined #wesnoth-dev 20101231 01:17:06-!- eoc [~eoc@pD956153A.dip0.t-ipconnect.de] has quit [Quit: Leaving] 20101231 01:17:11-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20101231 01:24:58-!- fstltna [~fstltna@184.235.220.222] has joined #wesnoth-dev 20101231 01:45:03-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20101231 01:50:53-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Ping timeout: 272 seconds] 20101231 01:54:49-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20101231 01:57:19-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20101231 01:58:25-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20101231 01:59:01-!- Cookiee is now known as Cookie 20101231 01:59:31-!- Cookie is now known as Guest45872 20101231 01:59:55-!- ancestral [~ancestral@mobile-166-137-140-158.mycingular.net] has joined #wesnoth-dev 20101231 02:01:08-!- Guest45872 [~quassel@unaffiliated/cookiee] has quit [Quit: OH. LOOK ITS A COOKIE THERE, RIGHT THERE *runs away*] 20101231 02:01:31-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20101231 02:15:58-!- ancestral [~ancestral@mobile-166-137-140-158.mycingular.net] has quit [Quit: Smell ya later!] 20101231 02:17:02-!- ancestral [~ancestral@mobile-166-137-140-158.mycingular.net] has joined #wesnoth-dev 20101231 02:40:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20101231 02:58:15< neb1> wesbot seen Crab 20101231 02:58:15< wesbot> neb1: Sorry, I don't know of Crab. 20101231 02:58:19< neb1> wesbot seen Crab_ 20101231 02:58:19< wesbot> neb1: The person with the nick Crab_ last spoke 22h 23m ago. 22h 23m ago they left with the message: Quit: Leaving. 20101231 03:06:14-!- ancestral [~ancestral@mobile-166-137-140-158.mycingular.net] has quit [Quit: Smell ya later!] 20101231 03:08:22-!- Grimling [~floris_ki@91.181.26.59] has left #wesnoth-dev [] 20101231 03:10:41-!- fendrin [~fabi@77-20-109-69-dynip.superkabel.de] has joined #wesnoth-dev 20101231 03:10:41-!- fendrin [~fabi@77-20-109-69-dynip.superkabel.de] has quit [Changing host] 20101231 03:10:41-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20101231 03:13:15-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20101231 03:30:35-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20101231 03:31:16-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20101231 03:31:19< neb1> Crab_: I followed your advice and answered with a full answer ALL of the questions about the changes I would make in wesnoth... so I think I finished my work for the GCi task http://www.google-melange.com/gci/task/show/google/gci2010/wesnoth/t129047209781 20101231 03:31:27< neb1> Crab_: http://www.google-melange.com/gci/task/show/google/gci2010/wesnoth/t129047209781 20101231 03:31:51< neb1> my bad, Crab_: 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[Disconnected by services] 20101231 08:00:05-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20101231 08:06:09< CIA-84> zookeeper * r48135 /trunk/data/campaigns/Heir_To_The_Throne/scenarios/04_The_Bay_of_Pearls.cfg: When Delfador appears to speak, use his stored self so the player doesn't think his XP has vanished. 20101231 08:31:56-!- Blueblaze [~Blueblaze@adsl-99-148-246-110.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20101231 08:33:08-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20101231 08:34:53-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 264 seconds] 20101231 08:35:18-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 260 seconds] 20101231 08:39:39-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20101231 09:16:22-!- Upth [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20101231 09:20:00-!- Upthorn [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 246 seconds] 20101231 09:20:54-!- Upth [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 265 seconds] 20101231 09:20:56-!- Upthorn [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20101231 09:35:03-!- timotei [~timotei@89.43.196.13] has joined #wesnoth-dev 20101231 09:35:03-!- timotei [~timotei@89.43.196.13] has quit [Changing host] 20101231 09:35:03-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20101231 09:35:26-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20101231 09:51:16-!- eoc [~eoc@pD9561687.dip0.t-ipconnect.de] has joined #wesnoth-dev 20101231 10:10:49-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20101231 10:16:33< timotei> Happy new year guys 20101231 10:18:09< Cookiee> new years eve :D 20101231 10:19:37-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Quit: Leaving] 20101231 10:25:54< Ivanovic> moin 20101231 10:28:33-!- dtiger [~dtiger@dynamic-vpdn-93-125-65-104.telecom.by] has joined #wesnoth-dev 20101231 10:29:48< Appleman1234> Cookiee, Happy New Years Eve .. 20101231 10:45:53-!- mordante [~mordante@roadie.xs4all.nl] has joined #wesnoth-dev 20101231 10:45:53-!- mordante [~mordante@roadie.xs4all.nl] has quit [Changing host] 20101231 10:45:53-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20101231 10:46:05< mordante> servus 20101231 10:48:27< Espreon> mordante: Ic grete þe. 20101231 10:48:34< mordante> hi Espreon 20101231 10:52:51< Ivanovic> AI0867: your task requires review: http://socghop.appspot.com/gci/task/show/google/gci2010/wesnoth/t129345906203 20101231 10:53:45-!- GNUtoo|laptop [~gnutoo@host7-149-dynamic.51-79-r.retail.telecomitalia.it] has joined #wesnoth-dev 20101231 10:54:41< Cookiee> Appleman1234: you too! :) 20101231 10:56:11-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20101231 10:58:39< mordante> AI0867, which campaign does lightfigher want to add? I ran it the last time on the 28th, running it now again 20101231 10:58:56-!- loonybot [~loonybot@94.29.61.177] has joined #wesnoth-dev 20101231 10:58:56-!- loonybot [~loonybot@94.29.61.177] has quit [Changing host] 20101231 10:58:56-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20101231 10:59:12< Ivanovic> mordante: how is work with po4a stuff going? 20101231 10:59:54-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20101231 10:59:54< Espreon> mordante: Probably The Settlers of Light. 20101231 11:01:06< Espreon> mordante: Hmmm, well, TSoL is for 1.9, and there's no 1.9 branch in Wescamp's SVN repository... so... yeah. 20101231 11:02:33-!- dtiger [~dtiger@dynamic-vpdn-93-125-65-104.telecom.by] has quit [Remote host closed the connection] 20101231 11:04:52< mordante> Ivanovic, ask me later today, want to work on it today 20101231 11:04:59< Ivanovic> mordante: cool! 20101231 11:08:21-!- dtiger 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has joined #wesnoth-dev 20101231 11:21:17< AI0867> mordante: I don't actually know, he was just complaining about it not showing up, while following the instructions on PblWML 20101231 11:21:47< AI0867> Ivanovic: I know 20101231 11:22:06< AI0867> I've gotten gmail to stop spam-shelving melange's mails 20101231 11:30:44< mordante> AI0867, ok just talking with Espreon about it and it seems to be a 1.9 campaign which aren't uploaded yet 20101231 11:41:54-!- mjs-de [~mjs-de@p3EE271AE.dip.t-dialin.net] has joined #wesnoth-dev 20101231 11:42:17< mordante> AI0867, Espreon will look at uploading 1.9 later first want to look at the po4a stuff 20101231 11:42:48< Espreon> OK. 20101231 11:45:55-!- Grimling [~Grimling@91.181.246.135] has joined #wesnoth-dev 20101231 11:47:40< CIA-84> ivanovic * r48136 /branches/1.8/po/ (7 files in 7 dirs): updated Korean translation 20101231 11:48:15< CIA-84> ivanovic * r48137 /trunk/ (13 files in 11 dirs): updated Japanese and Korean translation 20101231 11:57:55-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20101231 12:00:38-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has quit [Client Quit] 20101231 13:15:05-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20101231 13:17:59-!- Crendgrim [~crend@p54883BCB.dip.t-dialin.net] has joined #wesnoth-dev 20101231 13:26:26-!- Grimling [~Grimling@91.181.246.135] has quit [Quit: Grimling] 20101231 13:28:16< mordante> afk 20101231 13:29:21-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has quit [Quit: Ex-Chat] 20101231 13:37:25< Ivanovic> mordante: the po4a update stuff looks good at a first look 20101231 13:37:33< Ivanovic> here is the output on my end: http://pastebin.com/XWayBEkC 20101231 13:37:57< Ivanovic> one slight thing to change: when discarding it always displays "Discard the translation of ../../doc/manual/manual.en.xml" 20101231 13:38:10< Ivanovic> and when merging against the po file it states "Update pot file." 20101231 13:39:33< Ivanovic> the generated po files as well as the pot file look okay, too 20101231 13:39:41< Ivanovic> (though the header differs in the pot file!) 20101231 13:39:47< Ivanovic> -# Copyright (C) YEAR Wesnoth Development Team 20101231 13:39:49< Ivanovic> +# Copyright (C) YEAR Free Software Foundation, Inc. 20101231 13:41:02< Ivanovic> and the html files appear to be fine, too 20101231 13:49:42-!- Gambit [~Gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20101231 13:54:40-!- Guest68841 [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20101231 13:55:11-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Remote host closed the connection] 20101231 13:55:35-!- Guest68841 is now known as janebot 20101231 14:25:49-!- Grimling [~floris_ki@91.181.246.135] has joined #wesnoth-dev 20101231 14:30:08-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20101231 14:34:09< mordante> thanks for testing Ivanovic 20101231 14:34:51< mordante> the "Discarded" message is created by po4a-translate and I agree silly 20101231 14:35:14< mordante> that's why I added more messages to the output to see which translation "fails" 20101231 14:35:43< mordante> the copyright issue is easy to fix, but I need to upgrade my toolchain 20101231 14:35:50< mordante> there is an commented out fix for it 20101231 14:37:20< Ivanovic> okay 20101231 14:40:03< mordante> how badly do you want the stuff working? 20101231 14:40:26< mordante> I can either make it work first 'single-threaded' or directly 'multi-threaded' 20101231 14:40:50< Ivanovic> mordante: "something working" right now is a good start 20101231 14:41:03< Ivanovic> so just commit what you got and extend it later so that it is multithreaded 20101231 14:41:42< mordante> ok, will do some minor polishing and get the manpages up then 20101231 14:42:06< mordante> once that works I'll commit, since that will leave me without autotools to verify 20101231 14:45:50< Ivanovic> sounds like a plan to me 20101231 15:09:08< CIA-84> ivanovic * r48138 /trunk/po/wesnoth-sotbe/fi.po: updated Finnish translation 20101231 15:25:13-!- Grimling [~floris_ki@91.181.246.135] has left #wesnoth-dev [] 20101231 15:25:21-!- Grimling [~floris_ki@91.181.246.135] has joined #wesnoth-dev 20101231 15:28:28-!- Crab_ [~Crab_@62.80.190.34] has joined #wesnoth-dev 20101231 15:28:32-!- Crab_ [~Crab_@62.80.190.34] has quit [Changing host] 20101231 15:28:33-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20101231 15:31:52< Grimling> Crab_: hi 20101231 15:33:04-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has joined #wesnoth-dev 20101231 15:40:38< Crab_> hello 20101231 15:41:22< Grimling> Crab_: a few days ago I've sent my diff-files for the bugs as a form pm 20101231 15:41:27< Grimling> forum* 20101231 15:41:40< Grimling> just to know, have you already looked at them? 20101231 15:42:02< Crab_> yes, I've looked at them a bit 20101231 15:42:08< Ivanovic> Grimling: you can see this yourself 20101231 15:42:17< Ivanovic> Grimling: in the pm dialog in the forums you got two kinds 20101231 15:42:26< Ivanovic> one is outbox, the other sent (or something along those lines) 20101231 15:42:40< Crab_> Ivanovic: no, 'looked at the PM' and 'looked at the attachment' is somewhat different :) 20101231 15:42:55< Grimling> :p 20101231 15:42:59< Ivanovic> it is in the first kind when just sent but not read, after the recipent read (aka "saw") the message it is automagically in the other 20101231 15:43:18< Ivanovic> Crab_: pah 20101231 15:43:36< Grimling> Ivanovic: didn't know, thanks, but i meant the files :p 20101231 15:43:37< Crab_> Grimling: but I haven't got the time yet to test them, will do that later today or tomorrow. 20101231 15:43:43-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Remote host closed the connection] 20101231 15:44:41< Grimling> Crab_: ok, take your time, i'm now working on a translation task for wesnoth-help 20101231 15:50:22< Crab_> ok. definitely till the end of tomorrow. the code looks good (there are a few things to improve), but I need to compile,test, commit if all's mostly ok 20101231 15:51:06< Grimling> and can you make the task for it? 20101231 15:51:44< Crab_> yes, I will, but since you're working on a different task atm, what's the point ? 20101231 15:52:21< Crab_> as you won't be able to claim it right now, right ? 20101231 15:52:43-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20101231 15:52:45< Grimling> yes, that's right, but when he's ready, i'm just waiting for the review of the current task, so i hope it won't take long 20101231 15:52:49< Crab_> ok 20101231 16:19:22< fstltna> Hi! Where do I find the script that converts .mp3 files to .ogg files? 20101231 16:21:20< Ivanovic> "the script"? 20101231 16:21:25< Ivanovic> there is no such single script that we use 20101231 16:21:40< fstltna> where it does the conversion at build-time 20101231 16:21:51< Ivanovic> usually our composers directly output ogg files when writing the music 20101231 16:21:55< Ivanovic> there is no such script 20101231 16:22:03< Ivanovic> wesnoth does not have any mp3 stuff anywhere 20101231 16:22:11< fstltna> Something is converting .mp3 files to .ogg files in the build 20101231 16:22:17< Ivanovic> no, it is not 20101231 16:22:22< fstltna> ok, it must be in the iPhone version 20101231 16:22:26< shadowmaster> fstltna: are you talking of the iWhatever port? 20101231 16:22:28< Ivanovic> why do you think something like this would be done? 20101231 16:22:54< fstltna> To compress the mp4 files to ogg to save space 20101231 16:22:55< fstltna> The iphone version definately does this 20101231 16:23:04< fstltna> mp3 i meant 20101231 16:23:20< shadowmaster> please realize that the iWhatever ports differ a *lot* in architecture from the mainline distribution 20101231 16:23:28< Ivanovic> fstltna: the iphone version can't convert anything from mp3 to ogg 20101231 16:23:28< fstltna> I am trying to find where it does it to make sure it is working properly/how to judge if it is worth it... 20101231 16:23:42< Ivanovic> fstltna: since there is *NO* mp3 stuff in any of the wesnoth repositories 20101231 16:23:55< Ivanovic> where should the iphone port have mp3 files from? 20101231 16:24:13< Ivanovic> that is: they could use mp3 files somehow, but then it would be converting from ogg (what we have) to mp3 20101231 16:24:41< fstltna> it does it in the mp3->ogg direction, not the other way around 20101231 16:24:58< fstltna> Not all the files are mp3, mainly just music files 20101231 16:24:59< Ivanovic> fstltna: where is the source you base this statement on? 20101231 16:25:51< fstltna> It is in the iPhone build 20101231 16:25:57< Ivanovic> url? 20101231 16:26:20< fstltna> Some of the files are ogg all the time, other get converted from mp3 to ogg at package build-time 20101231 16:26:36< Ivanovic> url to the stuff you mean?? 20101231 16:26:40< shadowmaster> fstltna: maybe the sound files? 20101231 16:26:52< fstltna> The sound (not music) files are ogg 20101231 16:27:00< shadowmaster> ISTR something about the .wav files not being quite .wav files anymore in that fork 20101231 16:27:16< fstltna> No wav files... 20101231 16:27:41< Ivanovic> http://wesnoth.repositoryhosting.com/trac/wesnoth_wesnoth/browser/trunk/res/data/core/music 20101231 16:27:43< Ivanovic> interesting 20101231 16:27:52< Ivanovic> looks like kyle has really changed *everything* 20101231 16:28:00< Ivanovic> there are only mp3 files in this folder, no ogg files at all 20101231 16:28:08< fstltna> yes he has :) 20101231 16:28:13< fstltna> right 20101231 16:28:33< fstltna> Like I said it does the conversion at build time and converts the mp3 to ogg 20101231 16:28:39< Ivanovic> fstltna: for anything regarding his build (and why this might be a sane approach for him) you have to ask kyle 20101231 16:28:52< Ivanovic> best do so via the forums in the iphone specific threads that already exists 20101231 16:28:53< fstltna> I will, but he is slow to respond 20101231 16:29:02< fstltna> ok thanks 20101231 16:29:05< Ivanovic> we got no idea about this at all 20101231 16:30:10< fstltna> i will dig into it further on my own... 20101231 16:30:35< Ivanovic> fstltna: if i were you i'd just make a checkout of the repository and grep for mp3 20101231 16:31:10< fstltna> The main reason I am asking is because my fork has extensive muysic tracks, and I want to make sure the best tradeoff of size vs. qualioty is made... 20101231 16:31:25< Ivanovic> then just use the geniune ogg files 20101231 16:31:30< fstltna> I have a checkout of it, and a SVN for my fork or his work 20101231 16:31:50< fstltna> There are no gweniune ogg files for what I am doing, the music has been replaced 20101231 16:31:55< Ivanovic> they are likely to sound a whole lot better than anything you get by converting from ogg to mp3 (as kyle must have done at one time) and then back to ogg again 20101231 16:32:03< fstltna> right 20101231 16:32:16< fstltna> There are not from ogg, they are from mp3 native 20101231 16:32:23< Ivanovic> there are genuine ogg fiels 20101231 16:32:32< Ivanovic> just download them from the "mainline" repository! 20101231 16:32:34< Ivanovic> http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/music/ 20101231 16:32:35< fstltna> The whole music files have been replaced 20101231 16:32:55< Ivanovic> and the names are the same beside that the "changed" ones end in mp3 20101231 16:33:04< fstltna> I'm working on a steampunk total conversion for the iOS devices 20101231 16:33:23< fstltna> right 20101231 16:33:41< Ivanovic> ahh, you want to use your *own* music that you got as mp3 files 20101231 16:33:49< fstltna> exactly! LOL 20101231 16:34:11< Ivanovic> talk to kyle, he should know what is done how and where 20101231 16:34:32< fstltna> Some of the source files are 1mb big - I want to make sure that they are downgraded to 128kbs 22khz files 20101231 16:34:57< Ivanovic> search the internet for "lame" 20101231 16:34:58< fstltna> I will ask him if I can't figure it out. As I said he is kind of slow at responding sometimes 20101231 16:35:14< Ivanovic> with this program you should be able to easily reencode stuff the way you want it 20101231 16:35:43< fstltna> he is probobly using the Apple-supplied audioconversion command-line too 20101231 16:35:47< Ivanovic> (using a shell and some for magic it should be no problem to convert all mp3 files in a given folder to a "low quality version" 20101231 16:36:03< fstltna> right 20101231 16:38:14< fstltna> i will dig into a bit more and ask him if I can't figure it out... Thanks for the pointers! 20101231 16:40:17-!- Grimling [~floris_ki@91.181.246.135] has left #wesnoth-dev [] 20101231 16:40:56< Ivanovic> for i in *mp3; do lame -h --cbr -b 128 --resample 22.05 $i reencoded/$i; done 20101231 16:41:25< Ivanovic> something like this should reencode the mp3 file as cbr 128kbps with 22.05kHz 20101231 16:41:56< Ivanovic> (make sure that the folder "reencoded/" inside the current one exists 20101231 16:43:05< fstltna> thanks 20101231 16:43:07< fstltna> :) 20101231 16:48:20-!- eoc [~eoc@pD9561687.dip0.t-ipconnect.de] has quit [Quit: Leaving] 20101231 16:53:01< fstltna> I did a grep of "afconvert" and "lame" and didn't find anything. I suppose I will have to ask in the forum... 20101231 16:56:03-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20101231 17:00:45< CIA-84> silene * r48139 /trunk/src/ (game_display.cpp reports.cpp reports.hpp): Removed redundant members reports::report_data::mouseover_hex and selected_hex. 20101231 17:00:51< CIA-84> silene * r48140 /trunk/src/ (game_display.cpp reports.cpp reports.hpp): Removed redundant member reports::report_data::level. 20101231 17:00:53< CIA-84> silene * r48141 /trunk/src/ (game_display.cpp reports.cpp reports.hpp): Removed redundant member reports::report_data::observers. 20101231 17:00:56< CIA-84> silene * r48142 /trunk/src/ (game_display.hpp playmp_controller.cpp playturn.cpp): Removed redundant member game_display::get_playing_team. Added game_display::playing_side. 20101231 17:01:03< CIA-84> silene * r48143 /trunk/src/ (game_display.cpp reports.cpp reports.hpp): Removed redundant member reports::report_data::active_side. 20101231 17:01:06< CIA-84> silene * r48144 /trunk/src/ (game_display.cpp reports.cpp reports.hpp): Removed redundant member reports::report_data::viewing_side. 20101231 17:01:06< CIA-84> silene * r48145 /trunk/src/ (5 files in 2 dirs): Removed class reports::report_data. 20101231 17:01:09< CIA-84> silene * r48146 /trunk/src/scripting/lua.cpp: Added Lua accessor for the unit displayed in the sidebar. 20101231 17:01:19< CIA-84> silene * r48147 /trunk/src/ (reports.cpp reports.hpp): Added parameter to circumvent dynamic report generators. 20101231 17:01:21< CIA-84> silene * r48148 /trunk/src/scripting/lua.cpp: 20101231 17:01:21< CIA-84> Changed theme item handling to a wesnoth.theme_items table, so that it is similar to wesnoth.wml_actions. 20101231 17:01:21< CIA-84> The wesnoth.register_theme_item function is still used to cause report generators to show up in the table. 20101231 17:01:22< CIA-84> silene * r48149 /trunk/data/scenario-test.cfg: Implemented a whole new status as an example of modifying report generators. 20101231 17:27:18-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has quit [Read error: Connection reset by peer] 20101231 17:27:18-!- mjs-de [~mjs-de@p3EE271AE.dip.t-dialin.net] has quit [Ping timeout: 260 seconds] 20101231 17:27:58-!- mjs-de [~mjs-de@p3EE271AE.dip.t-dialin.net] has joined #wesnoth-dev 20101231 17:29:03-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has joined #wesnoth-dev 20101231 17:29:19-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20101231 17:31:44-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has quit [Read error: No route to host] 20101231 17:33:43-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has joined #wesnoth-dev 20101231 17:34:35-!- vcap [~vcap@AReims-551-1-36-161.w86-215.abo.wanadoo.fr] has quit [Ping timeout: 240 seconds] 20101231 17:34:53-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has joined #wesnoth-dev 20101231 17:34:55-!- vcap [~vcap@AReims-551-1-82-242.w92-155.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 17:45:54-!- neb1 [neb1@f79-118-255-149.pitesti.rdsnet.ro] has joined #wesnoth-dev 20101231 17:49:56-!- vcap_ [~vcap@AReims-551-1-143-146.w90-18.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 17:52:57-!- vcap [~vcap@AReims-551-1-82-242.w92-155.abo.wanadoo.fr] has quit [Ping timeout: 255 seconds] 20101231 17:59:24-!- Crendgrim [~crend@p54883BCB.dip.t-dialin.net] has quit [Remote host closed the connection] 20101231 18:01:11-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20101231 18:07:49-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has left #wesnoth-dev ["Ex-Chat"] 20101231 18:12:14-!- vcap_ [~vcap@AReims-551-1-143-146.w90-18.abo.wanadoo.fr] has quit [Ping timeout: 260 seconds] 20101231 18:24:19-!- vcap [~vcap@AReims-551-1-112-237.w86-207.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 18:28:51-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20101231 18:33:27-!- vcap [~vcap@AReims-551-1-112-237.w86-207.abo.wanadoo.fr] has quit [Ping timeout: 255 seconds] 20101231 18:40:24-!- vcap [~vcap@AReims-551-1-11-148.w90-58.abo.wanadoo.fr] has joined #wesnoth-dev 20101231 18:42:00-!- fstltna [~fstltna@184.235.220.222] has quit [Ping timeout: 255 seconds] 20101231 18:43:21-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has quit [Remote host closed the connection] 20101231 18:45:23-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20101231 19:01:49-!- vcap [~vcap@AReims-551-1-11-148.w90-58.abo.wanadoo.fr] has quit [Ping timeout: 240 seconds] 20101231 19:11:08< mordante> I'm off have a happy new year 20101231 19:11:16-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20101231 19:11:24-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20101231 19:22:31-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20101231 19:36:55-!- Mussious [~kamil@dgd58.neoplus.adsl.tpnet.pl] has quit [Quit: Ex-Chat] 20101231 19:48:29-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: GO, GET TO THE CHOPPAH!!!] 20101231 19:48:54-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20101231 19:56:48-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20101231 19:58:10< skyfaller> Crab_: hi there, Espreon said to talk to you if I was curious about the Wesnoth AI? :) 20101231 19:58:28< Crab_> hello, yes, he's right 20101231 19:58:32< Crab_> how I can help ? 20101231 19:59:26< skyfaller> well, I'm pretty noobish, so I may ask lots of stupid questions and not be very helpful, but I feel like the AI doesn't take into consideration many important things while playing, so I've been reading up on it to try to see how it might be improved 20101231 20:00:14< skyfaller> I came across http://wiki.wesnoth.org/WhyWritingAWesnothAIIsHard and one thing that immediately occurred to me is that perhaps a better place to look for inspiration than chess AIs would be to look at poker bots 20101231 20:01:12< skyfaller> because I also play poker semi-regularly and I see a lot of overlap between the skills I use in poker and the skills I use in Wesnoth 20101231 20:02:15< Crab_> how do they work ? 20101231 20:02:31< skyfaller> well, here's where I admit that I don't actually understand how poker bots work 20101231 20:03:12< Crab_> wesnoth's ai works by evaluating a serie of 'if situation looks like THIS, then do THAT' directives. 20101231 20:03:25< skyfaller> obviously they do a good job of calculating odds, but I'm guessing that the possibility space in poker is still smaller than in Wesnoth 20101231 20:03:50< skyfaller> http://www.codingthewheel.com/archives/how-i-built-a-working-poker-bot is an interesting-looking article 20101231 20:04:02< Crab_> 'if it's possible to recruit, recruit; if there are good attacks available,attack; if there are units which should retreat or heal, make them retreat or heal; move units closer to enemy;' 20101231 20:04:27< skyfaller> well, I feel that one huge deficit in the Wesnoth AI is strategy 20101231 20:04:32< skyfaller> which I'm sure is extremely hard to program 20101231 20:05:23< skyfaller> but what I'm thinking is that a lot of Wesnoth is like poker in that you have to apply pressure to your opponent, with some degree of advantage on your part, and then your opponent has to respond 20101231 20:05:36< skyfaller> which I think is a little bit like the "check/raise/fold" decision that a poker bot goes through 20101231 20:06:27< skyfaller> in poker, uncertainty partly comes from unrevealed cards, so that part is different, usually you can see all of the relevant units in Wesnoth if you have scouts performing adequately 20101231 20:06:33< skyfaller> (although I wonder whether the AI actually scouts) 20101231 20:07:06< skyfaller> but I think the similarity is that usually you don't have an extremely strong hand 20101231 20:07:16< Crab_> (no, it doesn't, it knows all) 20101231 20:07:31< skyfaller> (oh, that makes things easier I guess) 20101231 20:07:48< skyfaller> sometimes you are straight out bluffing and you don't have the ability to defeat your opponent if they stay in the hand 20101231 20:08:11< skyfaller> similarly, sometimes you can apply pressure to a position without sufficient force to take it if your opponent remains, but if he's a wuss he'll run away anyway 20101231 20:08:26< skyfaller> sometimes you have a decent hand, but it's a coin flip whether you'll win 20101231 20:08:48< skyfaller> and the same thing can happen in Wesnoth when you pit relatively equal forces against each other 20101231 20:09:48< skyfaller> I think maybe the AI should have a strategic consideration of whether to "raise", that is attack full-force, "check", that is to move forward and apply pressure but not actually attack, or "fold", that is to retreat all of your forces 20101231 20:10:03< skyfaller> the AI never retreats its whole army, as far as I can tell 20101231 20:10:44< skyfaller> does that make sense to you? 20101231 20:12:26< skyfaller> as far as I can tell the AI doesn't take into account Time Of Day, and a thousand things like that, because it doesn't consider strategy at all 20101231 20:13:10< skyfaller> but once you have the skeleton of a strategy engine, it can be improved gradually, you don't have to consider all of those factors at once 20101231 20:13:33< Crab_> yes, makes sense. unfortunately, there are some complications. 1) sometimes ai needs to do different things in different places 2) not all parts of done 'raise' is possible, ai can attack quite well; 'check' is not implemented - current ai cannot defend efficiently, 'retreat' is somewhat implemented, but there's no global retreat. 20101231 20:14:05< Crab_> I guess that it's pretty easy to make the AI which will either do a full attack or full retreat depending on ToD. 20101231 20:14:13< skyfaller> there are other obvious considerations that the AI doesn't take into account, such as XP conservation / giving XP to intelligent units / leveling units 20101231 20:14:49< skyfaller> but I think the top priority is giving it the ability to choose "raise/check/fold" on a given front as a strategic consideration 20101231 20:15:17< skyfaller> I guess the AI doesn't have the concept of a "front", is what you're saying 20101231 20:15:19< Crab_> AI partially considers leveling/intelligence in combat, it's accounted for. it doesn't consider the LvLup threat enough 20101231 20:15:43< Crab_> yes, exactly, it has a poor understanding of Zones of Control and 'front's. 20101231 20:15:53< skyfaller> it does? news to me, maybe it just seems to make bad XP decisions to me, but that's not my biggest concern 20101231 20:16:16< skyfaller> I just feel that the AI's inability to consider defense and retreat is crippling against a competent player 20101231 20:16:41< skyfaller> any ladder player can make mincemeat of the AI, and I think the primary reason is its ignorance of strategy 20101231 20:16:59< skyfaller> it just attacks until it is dead 20101231 20:17:17< skyfaller> every other problem with the AI is secondary IMHO 20101231 20:17:30< Crab_> not 'ignorance of strategy', but 'the unability to defend efficiently', but, more or less, correct. 20101231 20:18:34< skyfaller> so for retreating, you're saying it is smart enough to retreat individual units that are injured, but it will still send out lone healthy units to get trapped and killed? 20101231 20:18:36< Crab_> 'just attacks until it is dead' is just the consequence - if the AI can't defend well, then things will be better if it should attack, then the ai will attack even on unfavourable odds, then, it'll need around 2:1 gold advantage 20101231 20:18:46< Crab_> skyfaller: yes 20101231 20:19:13< skyfaller> well, what makes defense hard? Is it possible to at least implement "folding" i.e. full retreats? 20101231 20:19:25< Crab_> yes, implementing full retreat is easy enough 20101231 20:19:27< skyfaller> even if we can't teach it to "check"/defend? 20101231 20:19:44< skyfaller> having two possible strategic postures is better than only having one 20101231 20:19:51< Crab_> yes, ' I guess that it's pretty easy to make the AI which will either do a full attack or full retreat depending on ToD.' 20101231 20:19:55< skyfaller> even if it would be better to have at least the 3 I proposed 20101231 20:19:56-!- dtiger [~dtiger@dynamic-vpdn-93-125-65-104.telecom.by] has quit [Read error: Connection reset by peer] 20101231 20:20:18< skyfaller> I mean, TOD is vitally important but it can't be the only consideration... 20101231 20:20:23< Crab_> yes, it'll be better. we wanted to make a GSoC dedicated to 'make the AI defend better', but unfortunately we had no good applications for that one 20101231 20:20:30< skyfaller> for instance, if you can figure out what the "front" is 20101231 20:20:37< skyfaller> then you could count the units on the "front" 20101231 20:20:53< Crab_> ai has the concept of 'power projection' - how many dmg can be on avg inflicted by enemy on a particular hex 20101231 20:21:01< skyfaller> and if the AI has lots more units available on a given front then it could advance or even attack despite bad TOD 20101231 20:21:28< skyfaller> but it seems that the AI can't "advance" well while restraining itself from attacking? 20101231 20:21:37< Crab_> so it is possible to figure out areas where it has an advantage, and areas where the enemy has an advantage 20101231 20:21:48< skyfaller> ah, that's interesting 20101231 20:21:50< Crab_> yes, because advancing requires considering several units at a time 20101231 20:22:20-!- noy_ [~Noy@74.198.151.79] has joined #wesnoth-dev 20101231 20:22:20< skyfaller> ah, I see 20101231 20:22:20-!- noy_ [~Noy@74.198.151.79] has quit [Changing host] 20101231 20:22:20-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20101231 20:23:36< skyfaller> well, maybe it is best to go for the low hanging fruit 20101231 20:23:45< skyfaller> and at least implement proper retreats when necessary 20101231 20:23:53< skyfaller> even if it can't advance / defend 20101231 20:23:59< Crab_> and handling that requires somewhat different algorithms, which will try to determine the best set of positions to hold to make a good 'front' with units protecting each other, minimizing the damage enemy can do and maximizing the enemy vulnerability if he attacks 20101231 20:24:29< Crab_> but making a 'global multi-unit retreat if needed' is certainly possible 20101231 20:24:36< skyfaller> is anyone working on that? defending / advancing? 20101231 20:24:39-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20101231 20:24:40-!- noy_ is now known as noy 20101231 20:25:07< skyfaller> ... I dunno if a truly "global" retreat would be desirable, that might make the AI too timid... usually a full retreat is necessary on one front but not the other 20101231 20:25:16< skyfaller> although if it taught the AI to conserve its units better it might be worthwhile anyway 20101231 20:25:43< Crab_> well, it can be 'global' but only to affect areas where the ai is at disadvantage 20101231 20:25:50< skyfaller> I guess it's an empirical question as to whether it is better to have an AI that attacks all the time or one that either fully attacks or fully retreats 20101231 20:26:06< skyfaller> ah, I see 20101231 20:26:10< Crab_> skyfaller: no. during the GCI, some ai bugs were fixed, and recruitment was improved, but there is no work on defence/holding. 20101231 20:26:47< Crab_> my work made in 2009 makes it possible to maintain multiple different AIs constructed from components, or even to change the AI configuration on the fly. 20101231 20:27:03< skyfaller> hm, the AI still does silly things like prefer HI when fighting Undead, so I wonder how much better recruitment has gotten, but I'm willing to accept that it was even sillier before 20101231 20:27:22< Crab_> skyfaller: it's not enabled yet 20101231 20:27:30< skyfaller> I guess HI make more sense when you don't have the concept of retreating 20101231 20:27:58< skyfaller> the advantage of Cavalry in that matchup is that they can run away when HI will be stuck at night and get nuked by DAs 20101231 20:28:23< skyfaller> well, anyway, I guess that's why I haven't seen the improvement, since it hasn't been turned on :) 20101231 20:28:32< Crab_> and it's possible to resolve the question empirically, (there's a script to test ai-vs-ai matchups to see which one is better) 20101231 20:28:56< Crab_> error handling needs to be improved in there, before it can be enabled. but it's not much work. 20101231 20:29:06< skyfaller> well, I guess my immediate suggestion is to try giving the AI the ability to do full retreats and see whether that makes it better :) 20101231 20:29:10< Crab_> the new code considers potential enemy counters when recruiting 20101231 20:30:04< Crab_> yes, I agree 20101231 20:30:53-!- ancestral [~ancestral@mobile-166-137-143-008.mycingular.net] has joined #wesnoth-dev 20101231 20:34:58-!- GNUtoo|laptop [~gnutoo@host7-149-dynamic.51-79-r.retail.telecomitalia.it] has quit [Quit: Program received signal SIGSEGV, Segmentation fault.] 20101231 20:46:54-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20101231 20:46:59< skyfaller> Crab_: I'm a total programming noob and have little chance of being able to actually contribute code to this, but if I were interested in doing so, what ought I do to to help out? are there particular bugs open for this? 20101231 20:49:51< Crab_> well, for one, even this conversation helped a bit. about code... it's better to help with non-coding questions like 'when we should retreat?' how far away we should retreat ? 20101231 20:50:11< Crab_> coding is not hard, in comparison to answering those questions 20101231 20:50:21< skyfaller> I see 20101231 20:50:40< skyfaller> well, the obvious low hanging fruit is time of day 20101231 20:50:45< skyfaller> look at your opponent's recruits 20101231 20:50:55< skyfaller> and consider your own units 20101231 20:51:06< skyfaller> and whether you will have an advantage at a given time of day 20101231 20:51:18< skyfaller> it's not good enough to consider factions 20101231 20:51:55< skyfaller> HODOR does much worse in daytime than dwarves, a saurian force is great at night while drakes are great at day 20101231 20:52:17< skyfaller> there are too many factions that can be flexible across different times of day depending on their recruiting patterns 20101231 20:52:40< Crab_> ok. if we're are all lawful and the enemy is all chaotic, when we should retreat and how far away? at dusk ? at first/second night ? a dawn ? 20101231 20:53:16< skyfaller> well, that's the trick... you really need the intermediate step of advancing without attacking 20101231 20:53:35< skyfaller> let's say you have two equal forces facing each other, neither has attacked yet 20101231 20:53:56< skyfaller> the lawful AI is 1p 20101231 20:54:43< skyfaller> the AI should advance at 2nd watch, but not attack... if the 2p chaotic enemy attacks at 2nd watch, then you get to respond at dawn 20101231 20:54:51< skyfaller> which is bad for the chaotic enemy 20101231 20:55:15< Crab_> we can do advance without attacking, it will be ok if we are stronger and will attack next turn 20101231 20:55:39< skyfaller> so what you're trying to do with an advance is tempt him into attacking when you'll be able to respond at a better time of day 20101231 20:55:54< Crab_> that is, we will advance not in the best defensive position possible, but it won't matter much because if the enemy responds he'll be in full combat in unfavourable ToD... 20101231 20:56:04< skyfaller> if the lawful AI is 2p, then you want to attack at 2nd watch, because if he hangs around to fight his response will be at dawn 20101231 20:56:22< skyfaller> so he either has to retreat despite your attack, or fight at a bad TOD 20101231 20:57:26< skyfaller> as for retreating, it's similar, it depends on whether you are 1p or 2p 20101231 20:58:16< Crab_> ok, we can assume we can code a function which will handle that (we know the ToD cycle and its bonuses, we know current turn and units) 20101231 20:58:21< Crab_> but how far to retreat ? 20101231 20:58:43< skyfaller> well, that's the thing, you need to be able to defend 20101231 20:59:07< skyfaller> because you want to be able to pull back to a position where if he attacks, he will have to do so from bad terrain, and from someplace closer to your keep so that you can develop a unit advantage 20101231 20:59:28< Crab_> we can't :) we can pick best hexes for particular units, and we know the enemy reach and firepower 20101231 20:59:32< skyfaller> if there is no good terrain around, you may just want to flee as hard as you can 20101231 20:59:45< skyfaller> if there is good terrain, you might want to pull a defensive line back to that 20101231 20:59:56< Crab_> we don't know about defensive lines ) 20101231 21:00:21< skyfaller> because if you flee as hard as you can, you may run out of room to flee before TOD becomes favorable for you to attack again 20101231 21:00:42< Crab_> let's pretend that we know (1): it's time to retreat because its dusk, we're lawful p1, and our enemy is chaotic p2 20101231 21:01:02< Crab_> and we know all the units, their reach and firepower and potential (night) firepower. 20101231 21:01:24< Crab_> but we don't know anything at all about 'defensive lines' 20101231 21:01:39< Crab_> so, if we want the AI to form a 'defensive line', we need to teach it, how. 20101231 21:02:51< Crab_> simple thing like 'for each unit, retreat to safest place ignoring all other our units' might not work. 20101231 21:03:18< Crab_> we know everything about terrain and unit defenses on it 20101231 21:04:07< skyfaller> but we don't know about ZoC, right? 20101231 21:04:39< Crab_> we know how ZoC restricts enemy moves at any particular position of units. 20101231 21:04:53< skyfaller> you can't defend without understanding ZoC, it's hopeless... and you can't do ZoC well if you can't figure out what happens if you lose a crucial defending unit, but that's an ambitious project 20101231 21:05:05< skyfaller> even humans are bad at thinking that far ahead 20101231 21:05:21< Crab_> 'take this position, show me how enemy can move and attack' is implemented 20101231 21:06:01< skyfaller> so why is the AI famously bad at understanding ZoC? 20101231 21:06:19< Crab_> because it doesn't understand it, it just knows the current situation 20101231 21:06:34< Crab_> it doesn't think in 'unit groups' 20101231 21:07:42< Crab_> but to find a good defensive position you need to take several units and think 'ok, that one is there, the second one is here, the third one is here, let's see how the enemy can respond.. oh, we need to move this one farther away', like that. 20101231 21:08:51< Crab_> so, let's return to 'how far we should retreat' 20101231 21:09:15< Crab_> if we want to make retreat possible without investing much time into making defence work, what we can do ? 20101231 21:10:31-!- ancestral [~ancestral@mobile-166-137-143-008.mycingular.net] has quit [Quit: Smell ya later!] 20101231 21:13:57< skyfaller> sorry, multiple conversations 20101231 21:14:03< Crab_> all's ok 20101231 21:14:28< skyfaller> lemme think... 20101231 21:15:12-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Read error: Connection reset by peer] 20101231 21:15:46< skyfaller> I mean, the problem is that you want to be able to accept some minimum level of damage 20101231 21:16:02< skyfaller> it is frequently unnecessary to retreat out of the range of all enemy attackers 20101231 21:16:29< skyfaller> b/c if he comes in with only, say, one unit you may be able to massacre that one and then continue retreating after that 20101231 21:16:39< skyfaller> or shrug off the damage and keep running 20101231 21:16:46-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20101231 21:17:02< skyfaller> retreating out of the range of all attackers may be too dramatic 20101231 21:17:22< skyfaller> and retreating as hard as you can, using all your move points, is probably too dramatic in most situations 20101231 21:17:38< skyfaller> you'll run out of room to run generally if you always retreat like that 20101231 21:18:07< skyfaller> I guess maybe you want to retreat hard enough that your enemy can attack you, but you probably won't lose any units or get any units trapped? 20101231 21:18:39< skyfaller> I'm not sure how to make the decision clear if we don't know how to defend 20101231 21:18:43< Crab_> ok, how to achieve that by moving 1 unit at a time ? 20101231 21:18:55< skyfaller> ah, I see 20101231 21:18:57< skyfaller> that's awful 20101231 21:19:04< skyfaller> I'm not sure it's feasible 20101231 21:19:08< Crab_> lets start with slowest units first.. 20101231 21:19:37< Crab_> and pick a direction to flee (towards the keep or away from enemy or whatever) 20101231 21:19:59< skyfaller> can the AI figure out if a unit can be trapped? 20101231 21:20:20< Crab_> in a particular situation, yes 20101231 21:20:26< skyfaller> ok 20101231 21:20:43< skyfaller> you want your slowest units to run as slowly as necessary to avoid getting killed or trapped 20101231 21:21:05-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20101231 21:21:07-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20101231 21:21:10< skyfaller> if they can be killed or trapped, then you need to decide to defend or abandon them 20101231 21:21:52< skyfaller> I mean, if they can always be killed or trapped no matter how hard they run, then you have that decision 20101231 21:22:23< skyfaller> we don't know how to defend, so you just have to abandon them and try to save the rest of your forces 20101231 21:22:41< Crab_> what about this approach : take a slow unit, assume you retreat it to some place, then try to form a defensive line 1 unit at a time retreating other units to sides or behind that line 20101231 21:23:01< Crab_> then, at the end, check how good our line is. 20101231 21:23:09< skyfaller> that sounds plausible 20101231 21:23:17< Crab_> if we don't like it, repeat from the start, assuming we run further away 20101231 21:23:33< skyfaller> that sounds almost intelligent 20101231 21:23:48-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Ping timeout: 246 seconds] 20101231 21:23:49< skyfaller> how many times can the AI do this before the human gets tired of waiting and deletes Wesnoth? :) 20101231 21:24:12< Crab_> well, it doesn't look so expensive so far 20101231 21:24:46-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20101231 21:24:55< skyfaller> for the record, I'm "nelson" on the ladder/forums http://ladder.subversiva.org/profile.php?name=nelson 20101231 21:25:28< skyfaller> I'm an OK player but not a genius, someone like Dauntless might be able to give better AI training advice 20101231 21:25:30< Crab_> since, we are basically trying to retreat 'around 1 hex, around 2 hexes, around 3 hexes, ... , around N hexes' where N is the movement rate, which is limited 20101231 21:26:14< Crab_> basically, constructing the line in a dump way and then evaluating the vulnerability of the end result 20101231 21:26:18< Crab_> *dumb 20101231 21:26:42< skyfaller> that sounds pretty good to me 20101231 21:26:51< skyfaller> it sounds like a huge improvement over whatever the AI is doing now 20101231 21:27:06< Crab_> ok, then this looks like the first thing to try - code that as a 'oops, everyone fall back' routine. 20101231 21:27:28< Crab_> and once it's ready it can be integrated in the turn sequence by using the ToD as a trigger 20101231 21:28:12< skyfaller> I think that numerical superiority also really needs to be considered 20101231 21:28:22< Crab_> well, that's the easy part compared to first 20101231 21:28:27< skyfaller> ok :) 20101231 21:28:43< skyfaller> so you won't end up with a situation where a couple grunts walk in at night and get creamed by 5 mages? :) 20101231 21:29:08< Crab_> ok, what is needed now is a good test case or two - situations (saves are ok) where the AI has a simple&good way to retreat. 20101231 21:29:52< skyfaller> hm, ok 20101231 21:29:59< Crab_> that is, I would be able to open up this save as the player who is supposed to retreat, droid the side and watch if the algorithm works correctly or not. 20101231 21:30:05< Crab_> can you help with that ? 20101231 21:30:25< skyfaller> sure, I need to go eat lunch now, but if you'll be around in an hour or two I could work with you on that 20101231 21:30:51< skyfaller> or if you want to draw up specs for what you want in a bug or something, I can work on it asynchronously 20101231 21:31:17< Crab_> ok. it's new year time here (1.5 h till new year), but, overall, I've got some free time till 6th January, so potentially I can code a prototype 20101231 21:31:24< skyfaller> ok, cool :) 20101231 21:31:33< Crab_> you can PM me (Crab) on wesnoth's forums 20101231 21:31:40< skyfaller> sounds good 20101231 21:32:22< skyfaller> It would be great to have an AI that is actually challenging to ladder players without a 2:1 unit advantage, that can train newbies to think more strategically 20101231 21:32:23< Crab_> the easiest way, probably, is to do a mock human-vs-human battle, and then save during the turn of the player who is supposed to retreat. 20101231 21:33:08< Crab_> to be a good example, the situation needs to have a 'very clean' solution, it should be obvious where to retreat 20101231 21:33:40< Crab_> and no units left behind, at first 20101231 21:34:37< skyfaller> hm, ok :) Can you write this down on a forum post or bug report or something? Somewhere where I can upload the saves in response? 20101231 21:35:03< Crab_> Forum PM allows attachments 20101231 21:35:24< Crab_> or I (or you) can make a topic, if you think that it'll be better that way. 20101231 21:35:54< skyfaller> I suppose it would be nice to make a topic, and invite public discussion 20101231 21:36:01< skyfaller> in case other people have ideas that we haven't considered 20101231 21:36:23< Crab_> yes, right 20101231 21:37:43< skyfaller> the interesting thing about your proposed solution is that it gets closer to implementing my "check" strategic position... if it turns out that the best solution is to retreat only zero spaces or no spaces, that is kind of like defending without retreating 20101231 21:38:13< skyfaller> if you can do something similar for advancing without attacking, that would fully implement "checking" I think 20101231 21:38:31< skyfaller> as long as the AI has somewhat competent defensive lines 20101231 21:38:33< Crab_> we'll see, it's better to move 1 thing at a time 20101231 21:38:44< skyfaller> however it arrives at them 20101231 21:39:10-!- fstltna [~fstltna@184-195-121-75.pools.spcsdns.net] has joined #wesnoth-dev 20101231 21:40:18< skyfaller> well, I nominate you to make a quick forum post about this, and I can expand on it for you when I get back from lunch :) 20101231 21:40:36< Crab_> doing it at the moment. 20101231 21:40:47< skyfaller> I'll hang out in this channel, and you can find me as nelson on the forum 20101231 21:40:48< skyfaller> groovy 20101231 21:40:50< skyfaller> ttyl :) 20101231 21:40:56-!- StealthyCoin [~StealthyC@adsl-99-35-218-30.dsl.pltn13.sbcglobal.net] has joined #wesnoth-dev 20101231 21:41:10< skyfaller> link me to the post when you have it 20101231 21:41:34< Crab_> http://forum.wesnoth.org/viewtopic.php?f=10&t=32688 20101231 22:02:23-!- StealthyCoin_ [~StealthyC@adsl-99-35-218-30.dsl.pltn13.sbcglobal.net] has joined #wesnoth-dev 20101231 22:02:23-!- StealthyCoin [~StealthyC@adsl-99-35-218-30.dsl.pltn13.sbcglobal.net] has quit [Read error: Connection reset by peer] 20101231 22:02:23-!- StealthyCoin_ is now known as StealthyCoin 20101231 22:06:13-!- PetePorty [~Pete@pc-8-253-120-200.cm.vtr.net] has quit [Quit: Saliendo] 20101231 22:22:56-!- neb1 [neb1@f79-118-255-149.pitesti.rdsnet.ro] has quit [Ping timeout: 265 seconds] 20101231 22:25:28-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20101231 22:27:12-!- StealthyCoin [~StealthyC@adsl-99-35-218-30.dsl.pltn13.sbcglobal.net] has quit [Quit: StealthyCoin] 20101231 22:53:05< skyfaller> Crab_: I'm back from lunch, if you're still around :) I'll see if I can create a few good savegames for you 20101231 23:00:17-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20101231 23:03:18< Crab_> great, thanks. 1 or 2 will be enough 20101231 23:21:10-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20101231 23:33:00-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Read error: Connection reset by peer] 20101231 23:33:23< skyfaller> hm, it's actually hard creating a situation where the correct retreating pattern is obvious 20101231 23:34:03< skyfaller> frequently there will be a chance you can accomplish something by hanging around, such as a 14% ctk on the enemy leader 20101231 23:34:29< skyfaller> and you have to weigh the potential benefits of hanging around against the losses you'll take if you miss 20101231 23:36:04< Crab_> yes, that's why I've asked for help :) 20101231 23:36:14< Crab_> because it's a thing you'll do better than I. 20101231 23:36:17< skyfaller> hahaha I just did a leaderkill on myself 20101231 23:36:22< Crab_> :)) 20101231 23:36:24< skyfaller> let's try this again 20101231 23:38:04< skyfaller> I guess what I want is a situation where you can't get your units in place for a proper attack before TOD turns against you 20101231 23:38:19< skyfaller> so you advance as far as you can, but then you are forced to retreat without having done anything 20101231 23:39:03< skyfaller> so I was trying Fallenstar Lake with HODOR vs. Loyalists, but my HODOR is actually able to do an OK job of rushing the enemy position 20101231 23:39:24< skyfaller> before daybreak 20101231 23:39:25< skyfaller> maybe orcs will be slower? 20101231 23:40:50< Crab_> depending on what you recruit, I guess. 20101231 23:41:34< Crab_> and yes, a 'natural' situation (arising naturally in a particular matchup on a particular map) is better 20101231 23:45:57-!- Upth [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20101231 23:46:12-!- Upthorn [ogmar@adsl-75-26-166-84.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 255 seconds] 20101231 23:54:09-!- shadowmaster is now known as shadowm_deaf 20101231 23:55:37-!- shadowm_deaf is now known as shadowmaster 20101231 23:58:10< CIA-84> grickit * r48150 /trunk/data/lua/wml-tags.lua: Made [chat] no longer look up variables that match speaker. It's trivial to make speaker=$unit.name instead of speaker=unit. The previous implemention prevented users from using the string "unit" as a speaker name. 20101231 23:58:42< skyfaller> dammit, I'm too good at rushing 20101231 23:59:03< skyfaller> my orcs took a village 20101231 23:59:28< skyfaller> maybe I'll retreat them at day, but often it's worth losing a grunt to hold a village for a couple of turns --- Log closed Sat Jan 01 00:00:05 2011