--- Log opened Sat Jan 22 00:00:05 2011 20110122 00:07:00-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth 20110122 00:12:19-!- amore23 [~chatzilla@99-104-149-74.lightspeed.sndgca.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20110122 00:13:47-!- Natasiel [~Natasiel@wesnoth/mp-mod/natasiel] has quit [Remote host closed the connection] 20110122 00:16:18-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20110122 00:33:26-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has quit [Read error: Connection reset by peer] 20110122 00:34:15-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Remote host closed the connection] 20110122 00:34:44-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has joined #wesnoth 20110122 00:52:07-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20110122 00:53:17-!- amore23 [~chatzilla@99-104-149-74.lightspeed.sndgca.sbcglobal.net] has joined #wesnoth 20110122 01:01:26-!- neila [5ce679f7@gateway/web/freenode/ip.92.230.121.247] has quit [Quit: Page closed] 20110122 01:17:10-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20110122 01:19:18-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20110122 01:27:52-!- Xandal [~paul@student-219-185.sunyit.edu] has joined #wesnoth 20110122 01:29:56< Xandal> Anyone here familiar with WML? 20110122 01:32:33-!- crimson_pingvin [~ben@69.7.255.217] has joined #wesnoth 20110122 01:32:33-!- crimson_pingvin [~ben@69.7.255.217] has quit [Changing host] 20110122 01:32:33-!- crimson_pingvin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth 20110122 01:34:24-!- DreadKnight [~DreadKnig@79.117.22.44] has joined #wesnoth 20110122 01:34:24-!- DreadKnight [~DreadKnig@79.117.22.44] has quit [Changing host] 20110122 01:34:24-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has joined #wesnoth 20110122 01:34:39< Aethaeryn> Xandal: Speak your problem, maybe someone here can answer it 20110122 01:34:53-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Ping timeout: 264 seconds] 20110122 01:34:53-!- crimson_pingvin is now known as crimson_penguin 20110122 01:35:16< Aethaeryn> The worst thing in an IRC help channel is to wait on someone to reply to a greeting... most of us idle here while doing other things. 20110122 01:35:25< Xandal> It's not so much a problem yet, but I'd like to know who here is familiar with it 20110122 01:35:30< Xandal> That way I could highlight if need be 20110122 01:35:43< Aethaeryn> zookeeper is probably one of the best at WML, but he appears to not be in this channel right now 20110122 01:36:09< Xandal> Alrighty, my friends and I are working on a 4 person MP campaign and are completely new to WML 20110122 01:36:12< Aethaeryn> The problem is that a lot of the good developers are in European time. 20110122 01:36:14< Xandal> Well, to this kinda project at all 20110122 01:36:19< Aethaeryn> But there should be someone here. 20110122 01:36:27< Xandal> That's not a big deal, we're up all the time 20110122 01:37:00< Aethaeryn> I would recommend liberally borrowing from existing add-ons and campaigns. 20110122 01:37:13< Aethaeryn> At least to get a basic framework that works, and then start adding your stuff 20110122 01:37:18< Aethaeryn> It's the quickest way to learn WML 20110122 01:37:34< Xandal> That's kinda what we've been doing. MrEPIC is a pretty cool guy. 20110122 01:37:42< Aethaeryn> Eventually you copy less and less and start writing your own stuff, but at first you definitely aren't going to be doing very well with a blank screen. 20110122 01:37:46< Xandal> I sent him a message because we got the idea after playing his 3 player Haunted Woods campaign 20110122 01:38:32< Aethaeryn> Just off the top of my head of regulars to this channel... zookeeper is probably the most open to helping and knowledgeable in WML 20110122 01:38:41< Aethaeryn> But there are others who've done some pretty complex stuff and might be able to help. 20110122 01:39:35< Xandal> Well, thank you. I'll come in with more specific questions later. We're pretty competent and capable of learning most of it by ourselves. It's just nice to know where to go if something does go wrong. 20110122 01:39:44< Aethaeryn> Just off the top of my head, I know that Elvish_Pillager and shadowmaster have done a lot of complex WML things. 20110122 01:40:09< Aethaeryn> I've also done certain stuff, but my semester is starting up next week and I have a habit of going MIA for weeks at a time around important exams/assignments. 20110122 01:40:36< Elvish_Pillager> Ha ha ha 20110122 01:40:51< Aethaeryn> Of course, I think Elvish_Pillager is more onto Lua now. 20110122 01:41:00< Xandal> This is our semester project 20110122 01:41:02< Xandal> Sorta 20110122 01:41:09< Elvish_Pillager> yeah but I could still code something ridiculously complex in WML if I wanted to :P 20110122 01:41:26< Aethaeryn> In general, WML is good for scenario stuff and as a wrapper. 20110122 01:41:36< Aethaeryn> The more complicated your code gets, the easier it will be to do in Lua. 20110122 01:41:44< Elvish_Pillager> I think I've created things in WML that are at least 400% more complex than anything anyone else has ever created in WML 20110122 01:41:54< Aethaeryn> So an event that's a few lines will probably be better done in WML because it's designed for this kind of simple stuff, but something fancy is best in Lua. 20110122 01:42:06< Aethaeryn> Elvish_Pillager: I really don't see how you did it. 20110122 01:42:08< Elvish_Pillager> yeah, that's a good description 20110122 01:42:25< Aethaeryn> After months of Python, Lua, Java, etc., I very much don't think WML is a programming language. 20110122 01:42:34< Xandal> Well, thanks. We're all CS majors. Learning code is kinda simple for us at this point 20110122 01:42:40< Aethaeryn> Things that are day one basics in a real language are really advanced WML 20110122 01:42:47< Elvish_Pillager> yeah 20110122 01:42:55< Aethaeryn> Xandal: If you're more used to coding, feel free to liberally abuse [lua] 20110122 01:43:12< Xandal> Will do, thanks. 20110122 01:43:20< Aethaeryn> Just don't overdo it, since some things (especially in campaign/scenario definitions) are genuinely easier in WML 20110122 01:43:29< Elvish_Pillager> lies 20110122 01:43:46< Aethaeryn> If you find yourself using a lot of Lua, though, code for trunk 20110122 01:43:54< Aethaeryn> A lot of new Lua features have been added in 1.9 20110122 01:43:57< Elvish_Pillager> If you have an [event] with TWO commands inside it, you should do it in Lua 20110122 01:43:59< Aethaeryn> That's why I've ported most of my stuff 20110122 01:44:04< Elvish_Pillager> huh 20110122 01:44:20< Xandal> One thing we want to do is support multiple eras and switch the AI enemies depending on the choices of the players factions. 20110122 01:44:23< Elvish_Pillager> I saw a bunch of new stuff, but little of it looked particularly useful to me 20110122 01:44:24< Aethaeryn> Elvish_Pillager: There are some things that are harder to do in Lua. Spawning units with certain abilities, for instnace. 20110122 01:44:32< Aethaeryn> I haven't found out how to use the ability definition macros. 20110122 01:44:35< Elvish_Pillager> Aethaeryn: oh, that... 20110122 01:44:40< Elvish_Pillager> Aethaeryn: I could show you a way 20110122 01:44:57< Elvish_Pillager> what I do is write a WML command that stores the macro contents in a variable 20110122 01:45:02< Elvish_Pillager> and then access the variable in my Lua 20110122 01:45:07< Elvish_Pillager> it's kludgy, but it works 20110122 01:46:03< Aethaeryn> Elvish_Pillager: Maybe some other time. 20110122 01:46:09< Aethaeryn> Right now I'm in Java mode. 20110122 01:46:12< Elvish_Pillager> heh 20110122 01:46:17 * Elvish_Pillager makes the sign against Java 20110122 01:46:23< Aethaeryn> Since I'm only strong in Python, I really don't want to start switching gears between languages with very different syntax. 20110122 01:46:57< Aethaeryn> Elvish_Pillager: I'm a comp sci major and most of our courses use Java 20110122 01:47:01< Aethaeryn> take it up with the department, not me :P 20110122 01:47:10 * Elvish_Pillager takes it up with the department 20110122 01:47:34 * Xandal backs up Elvish_Pillager 20110122 01:47:35< Aethaeryn> Elvish_Pillager: which language would you rather use? 20110122 01:47:47< Elvish_Pillager> Aethaeryn: Haskell, duh :P 20110122 01:47:51< Aethaeryn> O.o 20110122 01:47:57< Aethaeryn> Well, Java is *very* in demand right now. 20110122 01:48:04< Aethaeryn> Android, for instance. 20110122 01:48:19< Aethaeryn> Take it up with all the people who keep using Java 20110122 01:48:43< Aethaeryn> Honestly, if someone only knows one language, it's most likely Java 20110122 01:48:55< Aethaeryn> Yeah, it's really unfortunate to only know one language, but it happens. :/ 20110122 01:48:56-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has quit [Read error: Connection reset by peer] 20110122 01:49:57< Aethaeryn> Xandal: Anyway, the new model of doing things is to do the more complicated things in [lua], a kind of mix between Lua and WML 20110122 01:50:40< Aethaeryn> unfortunately, I've only just started doing this stuff recently. 20110122 01:50:49< Aethaeryn> Elvish_Pillager is probably better with the Lua stuff 20110122 01:50:56< Elvish_Pillager> in EoHS, I even create my events in Lua 20110122 01:51:01< Aethaeryn> Well, replace probably with definitely. 20110122 01:51:05< Elvish_Pillager> ^_^ 20110122 01:51:16< Aethaeryn> If it were Python we could have a skill contest, but I admit no skill in languages other than Python. 20110122 01:51:19< Aethaeryn> Not this month. 20110122 01:51:32< Elvish_Pillager> I coded something in Python recently 20110122 01:51:52< Elvish_Pillager> not that that suggests a way to have a contest either :P 20110122 01:51:55< Aethaeryn> Code Python too long and you'll find yourself leaving out the ";" :P 20110122 01:52:07< Elvish_Pillager> Lua doesn't end lines with semicolons either 20110122 01:52:17< Aethaeryn> :o 20110122 01:52:20< Aethaeryn> oh, right 20110122 01:52:24< Aethaeryn> they're kinda like Ruby 20110122 01:52:29< Aethaeryn> with the "end" stuff instead of {} 20110122 01:53:09< Elvish_Pillager> or instead of nothing at all like Python *rolls eyes* 20110122 01:53:16< Aethaeryn> I like the Pythonic way 20110122 01:53:21< Elvish_Pillager> I dislike it 20110122 01:53:21< Aethaeryn> good code is indented anyway 20110122 01:53:24< Aethaeryn> Python just removes all the fluff 20110122 01:53:32< Elvish_Pillager> I like languages that make their form explicit 20110122 01:53:33< Aethaeryn> And it is still possible to do one-line stuff 20110122 01:54:16< Aethaeryn> I like minimalism. 20110122 01:54:19< Elvish_Pillager> I like to be able to explicitly end a block 20110122 01:54:33< Elvish_Pillager> Python is hardly minimalist, since it involves counting white space 20110122 01:54:37< Aethaeryn> O.o 20110122 01:54:41< Aethaeryn> *counting* whitespace? 20110122 01:54:41< Elvish_Pillager> when you use delimiters, that's less counting 20110122 01:54:44< Aethaeryn> use a modern editor please. 20110122 01:54:50< Elvish_Pillager> Yeah! [tab][tab] != [tab]! 20110122 01:54:54< Elvish_Pillager> that's counting! 20110122 01:55:01< Aethaeryn> Use a really modern editor please. 20110122 01:55:05< Aethaeryn> They'll tab you to line up in any language. 20110122 01:55:07< Elvish_Pillager> eh? 20110122 01:55:17< Elvish_Pillager> ...I'm already using an editor that does that 20110122 01:55:24< Aethaeryn> as in [tab] lines you up with the current line and backspace if you go too far 20110122 01:55:25< Elvish_Pillager> you're not getting my point, are you? 20110122 01:55:27< Aethaeryn> as in, if you want to end the block 20110122 01:55:44< Aethaeryn> I've never counted out spaces in Python 20110122 01:55:50< Elvish_Pillager> I'm talking about theoretical counting, not actual counting 20110122 01:56:06< Aethaeryn> k 20110122 01:56:14< Xandal> What's an easy place to learn all of the units in each default faction? We're working on the recruit section for each side currently. 20110122 01:56:22< Aethaeryn> units.wesnoth.org 20110122 01:56:27< Aethaeryn> Unit trees 20110122 01:56:46< Xandal> Thank you 20110122 01:56:51< Aethaeryn> I think you can sort by faction 20110122 01:56:52< Xandal> I could only find the out-dated ones earlier 20110122 01:56:56< Aethaeryn> Haven't done that in a year though 20110122 01:57:07< Elvish_Pillager> and the way I see it, it's conceptually wrong to require the context to be marked out (i.e. by requiring every line in a certain block to be prefixed by five tabs) - same issue as not allowing block comments 20110122 01:57:10< Aethaeryn> http://www.wesnoth.org/units/1.8/C/mainline.html 20110122 01:57:12< Aethaeryn> if you're using 1.8 20110122 01:57:22< Aethaeryn> http://www.wesnoth.org/units/1.8/C/era_default.html 20110122 01:57:34< Elvish_Pillager> To make it natural to read should be the responsibility of the editor, not the language 20110122 01:57:42< Aethaeryn> Xandal: Units on the recruit list have a pawn symbol units on the leader list have a king symbol 20110122 01:57:56< Aethaeryn> Not all lvl 1s are necessarily recruitable 20110122 01:58:40< Aethaeryn> Elvish_Pillager: everyone writing according to good standards indents code anyway 20110122 01:58:46< Aethaeryn> All Python does is remove the "end" or { 20110122 01:58:46< Elvish_Pillager> So what? 20110122 01:58:52< Aethaeryn> In terms of reading, there is no difference 20110122 01:58:58< Aethaeryn> As in, I notice nothing. 20110122 01:59:18< Aethaeryn> It's essentially a non-issue 20110122 01:59:23< Elvish_Pillager> I *like* the end or } 20110122 01:59:34< Aethaeryn> I really hate the } 20110122 01:59:35< Xandal> Alright, thanks man 20110122 01:59:38< Aethaeryn> A line with just one character. 20110122 01:59:45< Aethaeryn> At least end makes it look like it's doing something not wasting space :P 20110122 01:59:50< Elvish_Pillager> ha ha 20110122 02:00:02< Elvish_Pillager> I believe that languages should be designed in terms of function, not form! 20110122 02:00:29< Aethaeryn> I believe that good-looking code is an important consideration. Remember, you're not going to be the only one reading it. 20110122 02:00:43< Elvish_Pillager> Yeah, and that's why you should make your code good-looking 20110122 02:00:50< Aethaeryn> Obviously, if you had to choose between code looking good and the actual program being good, you'd choose the latter, but why choose? 20110122 02:00:59< Elvish_Pillager> It's not like you can't write bad-looking code in Python 20110122 02:01:03< Aethaeryn> I like the way Python encourages readability. 20110122 02:01:09< Elvish_Pillager> I don't. 20110122 02:01:11< Aethaeryn> Obviously, there's no fool-proof mechanism. Fools are too good. 20110122 02:01:24< Aethaeryn> Still, it's also consistant. 20110122 02:01:37< Aethaeryn> There's about 4 different ways you can use {. God forbid there's a mix of styling within one application. 20110122 02:01:46< Elvish_Pillager> And I don't think my Python code is any more readable than equivalent code I could write in another language. For me, probably less. 20110122 02:02:00< Aethaeryn> I guess it's an issue of what you're used to. 20110122 02:02:06< Aethaeryn> Python is practically readable pseudocode. 20110122 02:02:12< Elvish_Pillager> nonsense 20110122 02:02:13< Aethaeryn> In fact, I've seen pseudocode that is essentially Python 20110122 02:02:36< Elvish_Pillager> I always use {} in my pseudocode 20110122 02:02:39< Aethaeryn> System.out.println("Hello world!"); 20110122 02:02:46< Aethaeryn> or print "Hello world!" 20110122 02:02:48 * Elvish_Pillager thumbs nose at Aethaeryn and Python 20110122 02:02:53< Aethaeryn> Not to mention that you need a lot of surrounding things in Java 20110122 02:03:13< Aethaeryn> With Python, you only code objects when you need them :P 20110122 02:03:27< Aethaeryn> Though honestly, it's a matter of taste. 20110122 02:03:33< Elvish_Pillager> well, I'm not going to argue for Java over Python 20110122 02:03:33< shadowmaster> Aethaeryn: whatever I've done can't be that complex 20110122 02:03:40< shadowmaster> EP makes really big stuff 20110122 02:03:45< Aethaeryn> shadowmaster: Too complex for wmllint at least. 20110122 02:03:49< Elvish_Pillager> haha 20110122 02:04:01< shadowmaster> Aethaeryn: ah well, but that's a "creator is too dumb" problem 20110122 02:04:02< Aethaeryn> And yeah, Elvish_Pillager puts Bob to shame 20110122 02:04:07< shadowmaster> I mean wmllint's creator 20110122 02:04:53< Aethaeryn> If I had discipline, I might be able to rival EP, but I don't. I usually work on two to three projects at once and take a few weeks break after short spurts of working. 20110122 02:05:52< shadowmaster> no 20110122 02:05:57< shadowmaster> if you had discipline, 20110122 02:06:02< shadowmaster> Thunderstone would be finished 20110122 02:06:14< shadowmaster> and there'd be at least 8 add-ons made out of it 20110122 02:06:15< shadowmaster> ;( 20110122 02:06:17< Elvish_Pillager> lol 20110122 02:06:17< Aethaeryn> That requires me having a vacation. 20110122 02:06:25< Aethaeryn> I haven't had a winter or summer break. 20110122 02:06:30< Aethaeryn> I've always given it up for classes. 20110122 02:06:40< Aethaeryn> I'm not taking any more winter courses in college though. 20110122 02:06:48< Elvish_Pillager> brb 20110122 02:06:58< Aethaeryn> Nothing left for me to take, really. They don't offer the upper levels I need now. 20110122 02:09:42< Elvish_Pillager> back 20110122 02:09:58< Aethaeryn> If I ever have a good solid month free I'll definitely do Thunderstone. 20110122 02:10:17< Elvish_Pillager> remember to do everything you possibly can in Lua ;) 20110122 02:10:32< Aethaeryn> The WML isn't bad at all. It's an era. 20110122 02:10:35< Aethaeryn> All the work is in the art. 20110122 02:10:44< Xandal> What is persistent? 20110122 02:10:56< Aethaeryn> And since no artists ever commited to it, I basically have to do all the non-Shaxthal art myself. 20110122 02:11:07< Elvish_Pillager> how awesome is your art? 20110122 02:11:14< Aethaeryn> This requires having the luxury of spriting between 12 and 2 am, when I'm best at artistic things. 20110122 02:11:56< Aethaeryn> Elvish_Pillager: http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/Thunderstone_Era/images/units/humans/mage.png?revision=7301 20110122 02:12:22< Elvish_Pillager> not bad 20110122 02:12:35< Aethaeryn> That's one of my better sprites. 20110122 02:12:40< Elvish_Pillager> aww 20110122 02:12:41< Aethaeryn> I have to redo some others, including all the orc heads 20110122 02:12:59< Aethaeryn> http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/Thunderstone_Era/images/units/humans/shocktrooper.png?revision=8693 20110122 02:13:03< Aethaeryn> here's another one of my favorites 20110122 02:13:08< Aethaeryn> My avatar actually 20110122 02:13:18< Elvish_Pillager> the head is indistinct at a distance 20110122 02:13:33< Aethaeryn> It's on this unit that I learned that units dressed in black don't actually have much black at all 20110122 02:13:35< Elvish_Pillager> it's missing hilights 20110122 02:14:04< Aethaeryn> Well, yeah, I'm not the best spritist. 20110122 02:14:09< Aethaeryn> I'm definitely UMC class. 20110122 02:14:20< Aethaeryn> Compared with UMCs, I'm above average. Compared with mainline I don't stand a chance. 20110122 02:14:21< Elvish_Pillager> haha that sounds like it could be a starship class or something 20110122 02:14:41< Aethaeryn> I'll just have to go through all of them and learn as I go along, and redo the early ones later. 20110122 02:14:54< Aethaeryn> You don't learn art by being perfect once. You learn by doing a lot of average ones and learning a bit each time. 20110122 02:15:04< Elvish_Pillager> that's not how I learn art 20110122 02:15:15< Elvish_Pillager> I learn art by experimenting with a different cool thing each time 20110122 02:15:23< Aethaeryn> In other words, spending a week or two lots of average sprites > one perfect one in that same amount of time. 20110122 02:15:28< Aethaeryn> Experience does matter. 20110122 02:15:41< Aethaeryn> What you learn on one thing can be applied to another. 20110122 02:15:47< Elvish_Pillager> sure, but it's a lot better to get experience with trying interesting things and failing than with trying generic things and succeeding 20110122 02:16:13< Aethaeryn> Obviously you always need to try a little bit harder than you currently know how to do. 20110122 02:16:23< Aethaeryn> Too hard, you'll give up. Not harder than you know, you won't learn. 20110122 02:16:23< Elvish_Pillager> right 20110122 02:16:53< Elvish_Pillager> maybe I should give an example 20110122 02:17:12< Elvish_Pillager> it's like learning how to draw shiny things by dedicating an afternoon to trying to just draw something to look as shiny as possible 20110122 02:17:26< Elvish_Pillager> rather than trying to make a sprite of an actual unit you want to be shiny 20110122 02:17:37< Elvish_Pillager> (which involves a lot of other stuff that would distract you from learning the basic techniques) 20110122 02:17:44< Aethaeryn> Well, obviously I spend a day or two on each sprite, maybe a bit more. 20110122 02:17:57< Aethaeryn> And no, each sprite isn't perfect, I usually do focus on one thing as you do. 20110122 02:18:02< Elvish_Pillager> That's the way I learn best, at least 20110122 02:18:05< Aethaeryn> The only difference is that when I'm done with it I make it a placeholder. 20110122 02:18:33< Elvish_Pillager> I guess there's something to be said about a project like this where you get viewable results through your work 20110122 02:18:36< Elvish_Pillager> to keep motivation up 20110122 02:18:53< Elvish_Pillager> although, now that I say it that way 20110122 02:19:07< Elvish_Pillager> I think I'd personally be more motivated by making the one perfect sprite, fully animated unit 20110122 02:19:17< Elvish_Pillager> so that I could watch it being totally badass in game while I test other things 20110122 02:19:28< Aethaeryn> Well, maybe you'd be motivated more, but you wouldn't learn more. 20110122 02:19:34< Aethaeryn> If I went and fully animated a sprite... 20110122 02:19:41< Aethaeryn> I'd have to redo all of the frames once I learn more. 20110122 02:19:52< Aethaeryn> My earliest sprites are definitely getting fully redrawn. 20110122 02:19:58< Elvish_Pillager> but then it wouldn't have been a perfect sprite 20110122 02:20:06< Elvish_Pillager> and you were making a false dichotomy earlier :P 20110122 02:20:18< Aethaeryn> You're not getting a perfect sprite on your first try. 20110122 02:20:29< Aethaeryn> If you are, it's not your first sprite and you probably have done it before just not related to the project :P 20110122 02:20:39< Elvish_Pillager> haha yeah 20110122 02:20:46< Elvish_Pillager> I haven't done sprite art in ages 20110122 02:20:51< Aethaeryn> I never sprited before before Thunderstone 20110122 02:21:00< Aethaeryn> A few recolors or glorified Frakensteins, but nothing worth showing off 20110122 02:21:04< Elvish_Pillager> but I've learned a lot about art in general in the meantime 20110122 02:21:38< Aethaeryn> There's a lot of artistic things I'd like to do, but they're essentially on hold right now... they require too much time. 20110122 02:21:41< Elvish_Pillager> I think I could make some badass sprites. But my thinking is more along the lines of one of Jetryl's essays... 20110122 02:21:45< Aethaeryn> I *need* straight As. 20110122 02:21:47< Elvish_Pillager> ...don't use sprites ever. 20110122 02:21:52< Aethaeryn> The difference between an A and a B is often 6-8 hours a week. 20110122 02:22:26< Elvish_Pillager> what do you need them for? 20110122 02:22:32< Aethaeryn> Grad school. 20110122 02:22:37< Elvish_Pillager> :( 20110122 02:22:45< Aethaeryn> If I want to get in a respectible grad school, I definitely need at least a 3.8 20110122 02:22:51< Aethaeryn> Which basically means, no more than one B a semester. 20110122 02:23:35< Aethaeryn> And in the next few years, I'm probably going to be taking some of the hardest courses in my university. 20110122 02:24:03< Aethaeryn> Three physics courses to fill the science requirement, essentially a math minor to fill all the comp sci math requirements, and some 400 level comp sci courses are killer and basically math anyway. 20110122 02:24:26< Aethaeryn> I'm smart, but unfortunately math is the only thing that requires me to study and I need to do a lot of it now. I guess it keeps me from being lazy. 20110122 02:24:45< Aethaeryn> The way my memory works, I can usually get away with not studying/reading in most classes and still get an A. 20110122 02:24:50< Elvish_Pillager> I'm very much the opposite 20110122 02:24:54< Elvish_Pillager> well, except for that last bit 20110122 02:25:24< Elvish_Pillager> I virtually ignore grades as long as I'm passing 20110122 02:25:29< Aethaeryn> I'm an excellent writer. Last minute writing at over 100 WPM with a cup or two of coffee and no proofreading can usually earn me an A. 20110122 02:25:52< Aethaeryn> So the more a class depends on writing (essay tests or papers) for grades, the easier it is for me. 20110122 02:26:08< Aethaeryn> I'm also pretty good at multiple choice because of my memory. 20110122 02:26:14< Aethaeryn> Math, though, they're usually bastards at my university. 20110122 02:26:21< Elvish_Pillager> in short, you're good at gaming the system. 20110122 02:26:31< shadowmaster> you are excellent at boasting too ;) 20110122 02:26:34< Elvish_Pillager> :) 20110122 02:26:39< Aethaeryn> I forgot one thing 1/x => ln|x| and I went from a 90 to an 80 on one exam 20110122 02:27:06< Elvish_Pillager> yeah... that's bastardry at work 20110122 02:27:49< Aethaeryn> So while in most classes I can be good enough to get an A with minimal effort, in some it's perfect-or-B. 20110122 02:27:56-!- otakoeslet [~zal@202.152.243.23] has joined #wesnoth 20110122 02:27:57< Aethaeryn> Actually, perfect-or-low-B 20110122 02:29:16 * Elvish_Pillager is currently writing a graphic short story 20110122 02:30:19< Aethaeryn> I probably need to take a semester or a year off between undergrad and grad so I can do things I haven't had time to do. Relearn the piano, write a novel, draw Thunderstone, etc. 20110122 02:30:19-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has joined #wesnoth 20110122 02:32:05< Aethaeryn> Elvish_Pillager: about? 20110122 02:32:27< Elvish_Pillager> If I could say what it's about in 1-2 sentences, I wouldn't be writing it 20110122 02:32:58< Elvish_Pillager> It's going to be digitized, so I'll be able to send it to everyone when it's done 20110122 02:34:30< Aethaeryn> Elvish_Pillager: everything mainstream can be summed up rather briefly. Even something as complicated as Inception. 20110122 02:34:42< Aethaeryn> Dream within a dream within a dream within a dream. 20110122 02:34:55< Elvish_Pillager> And why would you even begin to think that my work would be mainstream? 20110122 02:35:21< Xandal> We're trying to give the leaders specific traits (like Dexterous for a bowman leader), but we can't find a list of all the traits. 20110122 02:35:26< Xandal> Anywhere I could find those? 20110122 02:35:37< Elvish_Pillager> Xandal: data/core/macros/traits.cfg 20110122 02:35:39< Elvish_Pillager> IIRC 20110122 02:35:42< Xandal> You rock 20110122 02:35:48< Elvish_Pillager> :) 20110122 02:35:55< Aethaeryn> Xandal: 1.8 or 1.9 btw? 20110122 02:36:07< Xandal> 1.8 20110122 02:36:15< Elvish_Pillager> bah, I can't currently chat and draw intermittently 20110122 02:37:36< Aethaeryn> bah, I can't currently chat and code intermittently 20110122 02:38:17< Xandal> bah, I can't currently chat and chat intermittently 20110122 02:38:32< Elvish_Pillager> lol 20110122 02:39:26 * Aethaeryn found the statement rather humorous and creative, but did not actually laugh at loud and hence cannot write "lol" at the moment. 20110122 02:39:49< shadowmaster> rofl 20110122 02:40:37 * Aethaeryn isn't currently rolling on the floor with laughter, either. Too much effort. 20110122 02:41:27 * VurtualRuler98 is smugly smirking 20110122 02:41:30< VurtualRuler98> While drinking something 20110122 02:41:44< VurtualRuler98> It's literally the only positive face I can make while having any kind of drinkable liquid of any kind. 20110122 02:42:27< Aethaeryn> May I kindly inquire which class of liquid you are currently ingesting, ruler of virtuality? 20110122 02:43:07< Elvish_Pillager> Aethaeryn, I rarely laugh out loud when I write "lol" 20110122 02:43:22< Elvish_Pillager> "lol" is the humor-emote I use most often when talking online 20110122 02:43:45< Elvish_Pillager> I laugh more when I hear an equally-funny thing IRL; I say "lol" more when I hear one online 20110122 02:43:57-!- fangism0 [~davidfang@209.119.54.130] has joined #wesnoth 20110122 02:43:58< Aethaeryn> Elvish_Pillager: I am aware. I'm actually referencing shadowmaster's dislike of "lol" which has kind of rubbed off on me. It doesn't actually mean what it stands for anymore. 20110122 02:44:17< Aethaeryn> It's sad how on the Internet you'll see things like, "I actually laughed out loud" because "lol" doesn't mean anything. 20110122 02:44:26< Elvish_Pillager> lol 20110122 02:44:39< otakoeslet> ^^ 20110122 02:44:46< VurtualRuler98> lol 20110122 02:44:55< VurtualRuler98> I intentionally do a humorous laugh because of it. 20110122 02:45:11< Aethaeryn> Well, I actually did laugh seeing all these lol's. 20110122 02:45:43< shadowmaster> Aethaeryn: well, nice to know I had such an influence on you 20110122 02:45:45< shadowmaster> lol 20110122 02:46:17< fangism0> you guys killed the autotools build in 1.9.4! it was working so nicely for me *sniffle* 20110122 02:46:25< Aethaeryn> shadowmaster: Does Spanish have their own lol? 20110122 02:46:35< Aethaeryn> fangism0: I've always used scons. 20110122 02:46:45< VurtualRuler98> brazil has br 20110122 02:47:17< fangism0> scons has been a great pain for package managers, guess it's that or cmake now 20110122 02:47:20< shadowmaster> Aethaeryn: no 20110122 02:47:32< shadowmaster> Aethaeryn: I don't really know 20110122 02:47:51< shadowmaster> I don't spend any time on Spanish-speaking communities 20110122 02:48:06< shadowmaster> fangism0: http://shadowm.rewound.net/blog/archives/145-So-long,-autotools.html 20110122 02:49:30< Aethaeryn> shadowmaster: Well, most projects tend to just have one script anyway. 20110122 02:49:40< Aethaeryn> Easier to maintain 20110122 02:50:37< fangism0> i understand, i still respect that you supported 3 major build systems at the same time. 20110122 02:51:02< Aethaeryn> Of course, it requires me to practically install a different build system for each thing I want to compile. 20110122 02:51:14-!- otakoeslet [~zal@202.152.243.23] has quit [Ping timeout: 240 seconds] 20110122 02:51:14< Aethaeryn> So I did like Wesnoth leaving choices up 20110122 02:52:20< fangism0> if i had some time, i'd be interested in keeping an autotools build for wesnoth alive, even if it is unofficial/unsupported. 20110122 02:53:03-!- neila [5ce679f7@gateway/web/freenode/ip.92.230.121.247] has joined #wesnoth 20110122 02:53:13< shadowmaster> on the upside, Wesnoth still has a build system 20110122 02:53:13< neila> one last questio for the day 20110122 02:53:40< neila> [filter_vision] is an option of unit filters 20110122 02:54:02< shadowmaster> I know some guys who'd rather use plain Makefiles (and not even with dependency tracking) 20110122 02:54:11< neila> is it posible to somehow also get to know if a hex that is NOT occupied can be seen by a side ? 20110122 02:54:25< Aethaeryn> fangism0: well, the reason it got discontinued is because it's too much work, so if someone else did it then there's no reason to discontinue it 20110122 02:54:31< Aethaeryn> shadowmaster: Those things are a pain in the ass 20110122 02:54:57< Aethaeryn> "Compile 90% of the program... WHOOPS! Missing !" Install it. "Compile 95% of the program... whoops! Another one missing!" 20110122 02:55:20< shadowmaster> neila: I don't think so. also, our WML expert went to bed :p 20110122 02:55:22< Aethaeryn> It requires reading through the documentation carefully, and the documenation being 100% honest with what's required 20110122 02:55:40< Aethaeryn> neila: yes actually 20110122 02:55:42< shadowmaster> Aethaeryn: you telling me 20110122 02:55:53< Aethaeryn> neila: simply create a pseudo-unit that's removed on sight 20110122 02:55:57< Aethaeryn> That's what I use in Underlands RPG 20110122 02:56:28< Aethaeryn> I put a unit on a village, and then it's removed when it's seen. 20110122 02:56:28-!- otakoeslet [~zal@202.152.243.16] has joined #wesnoth 20110122 02:56:29< fangism0> i'll consider it... it is very tempting 20110122 02:56:58< neila> that solution dont work for me since the hex might already be visible 20110122 02:57:24< Aethaeryn> Sorry. Unless it's changed lately, you'll need to find a creative hack 20110122 02:57:28< Aethaeryn> This is a case for zookeeper imo 20110122 02:57:47< Aethaeryn> He's the one you go to when you hit a dead end. 20110122 02:57:49< neila> but its a good tip to think about 20110122 02:58:32< neila> thanks so far .. but you can say that i understood it right and locations cannot be filterted by vission, just units ? 20110122 02:58:52< Aethaeryn> Unless it's changed since I coded Underlands RPG 20110122 02:58:58< Aethaeryn> If I could have done it without a pseudo-unit, I would have. 20110122 02:59:26< neila> cool thanks, i mean "bad" but that saves hours of trying around 20110122 02:59:29< Aethaeryn> Unfortunately, most of my code is a year old now and Wesnoth is one of the few volunteer-only open source projects that moves quickly. 20110122 02:59:56< Aethaeryn> neila: if you know the MP of the unit, you could do it that way 20110122 03:00:03< Aethaeryn> if it is within MP of the hex. 20110122 03:00:15< Aethaeryn> Create a radius equal to their MP 20110122 03:00:44< neila> a side may have 100dreds of units acutualy 20110122 03:01:23< Aethaeryn> Well, consider rewriting the script to have a unit there, that possibly just flees on sight 20110122 03:01:35< neila> if you like i can tell what im working on? 20110122 03:01:37< Aethaeryn> WML is painfully limiting 20110122 03:01:50< Aethaeryn> Yeah, the workaround might be easier if I don't have to keep guessing 20110122 03:01:53< neila> (i know that already :) ) 20110122 03:02:16< neila> you know "conquest" ? 20110122 03:02:36< Aethaeryn> Which one? The one with the villages? 20110122 03:02:39< Aethaeryn> Or the MP campaign? 20110122 03:03:06< neila> the game-mode (there are quite alot maps) where villages used to recruit 20110122 03:03:10< Aethaeryn> (The one with the *special* villages you recruit from.) 20110122 03:03:12< neila> MP 20110122 03:03:16< Aethaeryn> Right. 20110122 03:03:18< Aethaeryn> I'm aware of it. 20110122 03:03:22-!- G-Lo [~Propagand@unaffiliated/g-lo] has quit [Quit: Read error: Connection reset by beer] 20110122 03:03:25< Aethaeryn> Not a big fan of the berserk thing though. 20110122 03:03:57< neila> there is a starting mode caled "capitol" each side starts with 3 villages and the rest gets filled up with random neutral uinits that cant move 20110122 03:04:06< neila> myes all units have berserk 20110122 03:04:23< neila> so what im working on is a feature i call "automapping" 20110122 03:04:24-!- Cyber_Rock [~Ankit@unaffiliated/cyber-rock/x-7112426] has joined #wesnoth 20110122 03:05:01< neila> alot players use to label all neutral units they get to know, so in case they get foged again, they still know what was there 20110122 03:05:22< neila> and atm i working on a solution to do this automatically 20110122 03:05:30< Aethaeryn> So, on sight, the unit gets labelled? 20110122 03:05:35< neila> yes 20110122 03:05:39-!- G-Lo [~Propagand@unaffiliated/g-lo] has joined #wesnoth 20110122 03:05:46< Aethaeryn> if on village and if not_labelled and if seen, then label? 20110122 03:06:00< Aethaeryn> so do it by seeing the unit 20110122 03:06:03< PetePorty> Gotta be a team label tho... 20110122 03:06:15< neila> yes .. that does the good part 20110122 03:06:20< Aethaeryn> PetePorty: well, the variable can do that too 20110122 03:06:28< Aethaeryn> instead of not_labelled you do not_labelled_{SIDE} 20110122 03:06:28< PetePorty> Awesome then. 20110122 03:06:33-!- C27 [~chatzilla@c-98-247-251-224.hsd1.wa.comcast.net] has joined #wesnoth 20110122 03:06:34< Aethaeryn> or rather {TEAM} 20110122 03:06:34< Aethaeryn> or w/e 20110122 03:06:45 * PetePorty hands Aethaeryn a cookie. 20110122 03:06:50< neila> but now (thats why i do this) 20110122 03:07:06< Aethaeryn> PetePorty: A cookie or a cookiee? 20110122 03:07:10< neila> i have a mod of the capitiol-mode where neutral units advance over time 20110122 03:07:21< PetePorty> Whichever you want to eat the most. 20110122 03:07:23< PetePorty> ;) 20110122 03:07:52< neila> and here id like to update labels about when the units gonna level 20110122 03:08:12< neila> and i hoped to remove labels that aint used anymore 20110122 03:08:32< Aethaeryn> neila: I think the easiest way to do it would be to update their label automatically if they're discovered 20110122 03:08:40< Aethaeryn> Rather than wait for the player to rediscover them as updated 20110122 03:08:46< neila> but seems the workaround will be, that empty villages keep the label until they once sighted with a unit on them 20110122 03:08:54< Aethaeryn> Though you could do on sight if they're not equal to their label, then refresh the label 20110122 03:09:36< neila> yeah but there is no sight for empty villages :) 20110122 03:10:51< Aethaeryn> neila: then have the label go away when they die? 20110122 03:10:54< Aethaeryn> perhaps 20110122 03:11:10< neila> if they die in fog, label has to stay 20110122 03:11:29-!- Feufochmar [~Feufochma@99.82.69-86.rev.gaoland.net] has quit [Quit: Leaving.] 20110122 03:11:35< Aethaeryn> ok, then if they are visible when they are killed, then remove the label 20110122 03:11:53< neila> oh ... in that case i have a unit .... so i have vision filter :) 20110122 03:12:24< Aethaeryn> The only trouble case you'll have is the label will linger when they see an empty village 20110122 03:12:29< Aethaeryn> But at that point, I think the player will notice 20110122 03:12:37< neila> linger ? 20110122 03:12:52< Aethaeryn> If unit dies when seen, then remove label. 20110122 03:12:58< Aethaeryn> So if the unit dies outside of sight, the label stays. 20110122 03:13:05< neila> yeah 20110122 03:13:06< Aethaeryn> This if condition doesn't handle exploring an empty village 20110122 03:13:54< neila> so if i also delete labels if a visible capture takes place .. i think all will work 20110122 03:14:37< neila> only problem: stupid code will be much longer than i hoped 20110122 03:15:01< Aethaeryn> do it in Lua 20110122 03:15:11< Aethaeryn> you usually don't save work, but it's optimistic seeing code that's 3-4 lines shorter :P 20110122 03:16:58< neila> i havent looked into lua on wesnoth so far, i heard it often here . i mean i know it from WoW 20110122 03:17:13< neila> can i use it direct in a WML tag ? 20110122 03:18:46< neila> and it works without problems as if it was pure WML ? 20110122 03:21:49< Xandal> {LIMIT_RECRUITS 4 (Orcish Warrior) 5} - I found this line under the enemy side in another MP Campaign. What does this do? I think it limits the amount of units of the Orcish Warrior type that the enemy leader can recruit. 20110122 03:23:34< neila> yes it somehow limits what the side can recruit . but no idea what and how 20110122 03:26:12< neila> ah .. side 4 will only be able to recruit up to 5 Orcish Warriors 20110122 03:26:44-!- ancestral [~ancestral@mobile-166-137-141-140.mycingular.net] has joined #wesnoth 20110122 03:27:08-!- ancestral [~ancestral@mobile-166-137-141-140.mycingular.net] has quit [Client Quit] 20110122 03:27:31< Xandal> Where did you find that so I can go searching if I encounter something like that again? 20110122 03:27:34< Xandal> Also, thanks. 20110122 03:27:58-!- otakoeslet [~zal@202.152.243.16] has quit [Ping timeout: 250 seconds] 20110122 03:28:12< neila> http://www.wesnoth.org/macro-reference.html 20110122 03:28:50< neila> but it was luck it has been desccribed there well i guess 20110122 03:30:50< shadowmaster> that page is in fact generated from the comments in the files at data/core/macros of your Wesnoth distribution 20110122 03:31:52< Xandal> That is a very great page 20110122 03:31:53< Xandal> Thanks 20110122 03:43:33< Aethaeryn> neila: you use [lua] to use lua 20110122 03:43:37< Aethaeryn> there's certain things you can do 20110122 03:43:39< Aethaeryn> the wiki lists them all 20110122 03:44:59< neila> so there's actualy no reason to do things in WML ? except to encapsule al the lua stuff ? 20110122 03:45:22< Aethaeryn> well, 1.8 lua is weak 20110122 03:45:28< Aethaeryn> 1.9 lua is better, but there's still some stuff it can't do that WML can 20110122 03:45:39< Aethaeryn> ideally, by 1.10 there should be no reason, but I guess some people prefer WML 20110122 03:45:55< shadowmaster> most importantly, WML is still the root language for describing stuff like scenarios, terrain graphics layout, and unit type definitions 20110122 03:46:04< shadowmaster> and lua's underlying dependency 20110122 03:46:18< Aethaeryn> neila: Also, that's probably why all my Amazon suggestions are now "code for WoW" books after I bought a Lua book. 20110122 03:46:26< Aethaeryn> thanks for explaining that mystery 20110122 03:46:55< Aethaeryn> shadowmaster: Right, ideally you use WML for the basic scenario/unit/terrain stuff, and Lua for the fancier events 20110122 03:47:08< Aethaeryn> You can make your own tags in Lua, right? 20110122 03:47:09< Elvish_Pillager> neila: There's no reason to do things in WML where you can use Lua. But you can only use Lua for event scripts. 20110122 03:47:16< Elvish_Pillager> yes 20110122 03:47:34< Aethaeryn> So yeah, you do the basic definitions in WML, the more advanced stuff in Lua 20110122 03:47:50< shadowmaster> there are things for which Lua can be more verbose than WML though 20110122 03:47:59< Elvish_Pillager> shadowmaster: example? 20110122 03:48:07< Aethaeryn> Usually stuff that use macros 20110122 03:48:19< Aethaeryn> In which case the WML is more verbose, it's just hidden 20110122 03:48:53< Elvish_Pillager> ...and in that case, it's just a matter of writing a single Lua function to replicate the macro 20110122 03:49:39< Aethaeryn> Also sometimes WML allows combining steps that Lua doesn't. 20110122 03:49:41< neila> so, the full lua in implemented in 1.8, its just the "enviroment" that is getting improved in 1.9+ ? 20110122 03:49:49< Aethaeryn> So you can have multiple things in a [tag] that in Lua would be separate lines 20110122 03:49:54< Elvish_Pillager> Aethaeryn: example? 20110122 03:50:10< Aethaeryn> neila: well, more stuff can be done with Lua in 1.9, if that's what you mean 20110122 03:50:14< Aethaeryn> It can interface better or w/e 20110122 03:50:21< Aethaeryn> Elvish_Pillager: unit creating 20110122 03:50:23-!- fstltna [~fstltna@173-126-195-26.pools.spcsdns.net] has joined #wesnoth 20110122 03:50:24< Aethaeryn> with [unit] 20110122 03:50:31< Aethaeryn> Create a unit with certain traits at a certain spot, etc. 20110122 03:50:38< Aethaeryn> It's more verbose in Lua 20110122 03:50:38< Elvish_Pillager> neila: As far as I'm concerned, 1.8 Lua is exactly the same as 1.9 Lua except that there are a few new functions implemented in 1.9. 20110122 03:50:59< Aethaeryn> Elvish_Pillager: few? There's about 2x as many if not more 20110122 03:51:00< Elvish_Pillager> Aethaeryn: eh? with the traits, that's true only because they're macros 20110122 03:51:23< Elvish_Pillager> Aethaeryn: in raw number of functions, yes. but the stuff the new functions do is more peripheral 20110122 03:51:52< Elvish_Pillager> or is just cleaner ways to do stuff that could be done through wesnoth.fire 20110122 03:52:14< Elvish_Pillager> or is cool stuff that was never before doable in Lua OR WML 20110122 03:52:19< Elvish_Pillager> which makes it a bit of a moot point 20110122 03:52:29< neila> i was just thinking .. all could be done by wesnoh.fire already , right ? 20110122 03:52:36< Elvish_Pillager> yeah 20110122 03:52:44< Aethaeryn> I like having errors in This is an error. 20110122 03:52:50< Aethaeryn> Rather than having a pop up dialog 20110122 03:52:54< Elvish_Pillager> neila: Everything WML can do in event scripts, Lua can do through wesnoth.fire 20110122 03:53:31< neila> and performance? 20110122 03:53:41< neila> i expect some overhead in he lua ? 20110122 03:53:44< shadowmaster> not really 20110122 03:53:56< shadowmaster> many built-in WML actions are implemented in Lua 20110122 03:54:03< Elvish_Pillager> neila: IIRC, there's a tiny bit of overhead if you write a lua script that *only* performs a series of wesnoth.fire() commands 20110122 03:54:07< Elvish_Pillager> but you pretty much never do that 20110122 03:54:38< Elvish_Pillager> as far as I've seen, for all practical purposes, Lua is basically 50x faster than WML at everything 20110122 03:54:52< neila> so after the init stuff is done a lua soltion might run faster than a WML version if stuff gets more "logic" 20110122 03:55:29< Aethaeryn> There's two ways to have compact code. 20110122 03:55:30< Elvish_Pillager> If stuff gets *any* logic, yes. 20110122 03:55:43< Aethaeryn> One is through macros. Both zookeeper and shadowmaster discourage the use of macros. 20110122 03:55:46< Aethaeryn> The other is through Lua. 20110122 03:55:53< shadowmaster> Aethaeryn: say macros and I'll stab- whaaaaaaaaa 20110122 03:55:55 * shadowmaster stabs Aethaeryn on his right foot 20110122 03:55:59< Aethaeryn> If you're going to do something complex like an RPG or something that isn't easily done without lots of code, do it in Lua. 20110122 03:56:08 * Elvish_Pillager stabs shadowmaster and zookeeper 20110122 03:56:25 * shadowmaster nukes Elvish_Pillager for stabbing mainline developers 20110122 03:56:31< Aethaeryn> Elvish_Pillager: can't you just make a Lua tag instead of a macro of lua code? 20110122 03:56:40< Elvish_Pillager> although it's much more reasonable to take an anti-macro stance now that Lua means you shouldn't be using WML in the first place, much less WML macros 20110122 03:56:54< Aethaeryn> So [lua] foo = bar [/lua] instead of {foo bar} 20110122 03:57:05< shadowmaster> between macros and lua, [fire_event] and dynamic WML appeared 20110122 03:57:24-!- fangism1 [~davidfang@209.119.54.130] has joined #wesnoth 20110122 03:57:27< Elvish_Pillager> yeah but you still needed macros to make it less than titanically verbose 20110122 03:57:35< Aethaeryn> I don't care about WML anymore 20110122 03:57:43< Aethaeryn> It was all fine and cool to tolerate it until I learned how to program. 20110122 03:57:50< Aethaeryn> But it's so inelegant compared to a real language. 20110122 03:57:58-!- fangism0 [~davidfang@209.119.54.130] has quit [Read error: Operation timed out] 20110122 03:58:11< Aethaeryn> For example 20110122 03:58:12< shadowmaster> Aethaeryn: did you ever read my blog post on the matter? 20110122 03:58:21< Aethaeryn> Are all variables global to the scenario? 20110122 03:58:33< Aethaeryn> Because real programming has discouraged global variables since... well, forever. 20110122 03:58:35< Elvish_Pillager> Aethaeryn: WML variables? 20110122 03:58:40< Aethaeryn> Yes, wml variables 20110122 03:58:46< Elvish_Pillager> well... 20110122 03:58:57< Elvish_Pillager> well, you can't have local variables, yes 20110122 03:58:58< shadowmaster> I'll take it as a "no" or a "I don't care" or a "LIFO mode engaged" 20110122 03:59:10< Elvish_Pillager> however, variables with the scenario as their scope are hardly bad 20110122 03:59:14< Aethaeryn> shadowmaster: Well, no, I didn't read it 20110122 03:59:16< Elvish_Pillager> since the scenario is a meaningful object 20110122 03:59:30< shadowmaster> so, "LIFO mode engaged" indeed ;) 20110122 03:59:32< Aethaeryn> Elvish_Pillager: well, imo variables should be within an [event] unless declared 20110122 03:59:55< Elvish_Pillager> Aethaeryn: We agree that there should be scenario variables and local variables, right? 20110122 04:00:01< Aethaeryn> Yes. 20110122 04:00:24< Elvish_Pillager> between that and "WML is shit for scripting, use Lua" I'm not sure we have much more to say :p 20110122 04:00:47< Aethaeryn> Elvish_Pillager: how do you read in macros into Lua? 20110122 04:01:48< Elvish_Pillager> [set_variables] name=WML_to_Lua_transit [literal] {MACRO} [/literal] [/set_variables] [lua] code=<< whatever = wesnoth.get_variable("WML_to_Lua_transit") >>[lua] 20110122 04:03:15< Aethaeryn> oooh 20110122 04:03:36< neila> so than, how difficult it is in lua to have a "dictionary" to store stuff in (a dictionary i mean a kind of object you can store stuff by a key in (so you have stuff lile "exists(key)" and "get(key)" and also iterate throw all elements) 20110122 04:05:03< Aethaeryn> Elvish_Pillager: you missed a spot 20110122 04:05:09< Aethaeryn> "local whatever = foo" 20110122 04:05:12< Aethaeryn> :-P 20110122 04:05:14< Elvish_Pillager> No. 20110122 04:05:26< Elvish_Pillager> That would do nothing at all because the code ends :p 20110122 04:05:40< Aethaeryn> well, I assumed that was just the beginning 20110122 04:05:48< shadowmaster> neila: well, they are part of the language. 20110122 04:06:01< Elvish_Pillager> well, it doesn't really matter whether you keep it around as a global Lua variable or a WML variable 20110122 04:06:11< Elvish_Pillager> it just changes how you refer to it elsewhere in Lua 20110122 04:07:34< Aethaeryn> oh, I just love the way to comment out WML btw 20110122 04:07:40< Aethaeryn> just define it as a macro you never call :P 20110122 04:08:02< Aethaeryn> so elegant :P 20110122 04:08:05< Elvish_Pillager> can't you do it the same way you can in C, with an #ifdef NOT ? 20110122 04:08:51< Aethaeryn> I also love the graceful handling of errors in Wesnoth WML 20110122 04:09:06< Aethaeryn> Missed one word in a macro def? Let's show you that message so that you have to hit okay 5-10 times 20110122 04:09:13< shadowmaster> #ifdef WHATEVER_THAT_WON'T_BE_EVER_DEFINED 20110122 04:09:16< shadowmaster> in other words, #ifdef 0 20110122 04:09:24< shadowmaster> (yes, you can #define 0) 20110122 04:09:49< Elvish_Pillager> #define NEVER_DEFINED "hahaha you suck" #enddef 20110122 04:09:55< shadowmaster> (but that'd be as stupid as defining NULL to 0x1) 20110122 04:10:14< shadowmaster> (or even worse, "") 20110122 04:10:33< Elvish_Pillager> or worse, {"":true} 20110122 04:11:04< shadowmaster> that wouldn't compile 20110122 04:11:05< Elvish_Pillager> (hmm, I don't actually know any programming languages where that's reasonable code) 20110122 04:11:41 * fangism1 #defines 0 to 1 and causes the universe to implode 20110122 04:11:56< Elvish_Pillager> what? sure it would compile, as long as you don't expand it anywhere :) 20110122 04:12:14< Elvish_Pillager> fangism1: that's a perfectly legitimate thing to do in C 20110122 04:12:15< neila> C: #DEFINE TRUE FALSE 20110122 04:12:28-!- Blueblaze [~Blueblaze@adsl-99-185-9-109.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 04:12:28< fangism1> i know, it's great for obfuscation! 20110122 04:13:19< joo> lol 20110122 04:16:35-!- neila [5ce679f7@gateway/web/freenode/ip.92.230.121.247] has quit [Quit: Page closed] 20110122 04:32:33-!- ancestral [~ancestral@75-168-255-40.mpls.qwest.net] has joined #wesnoth 20110122 04:37:17-!- Ivanovic_ [~ivanovic@dtmd-4db2fb28.pool.mediaWays.net] has joined #wesnoth 20110122 04:39:03-!- fangism1 is now known as fangism-hungry 20110122 04:40:26-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 240 seconds] 20110122 04:41:14-!- Ivanovic_ is now known as Ivanovic 20110122 04:46:23-!- Cyber_Rock [~Ankit@unaffiliated/cyber-rock/x-7112426] has quit [Quit: Leaving.] 20110122 04:46:36< Xandal> Anyone around familiar with WML willing to help a new developer? :> 20110122 04:49:21-!- ancestral [~ancestral@75-168-255-40.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20110122 04:53:54-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has quit [Ping timeout: 276 seconds] 20110122 04:54:18-!- ancestral [~ancestral@75-168-255-40.mpls.qwest.net] has joined #wesnoth 20110122 04:55:19< ancestral> Xandal: Did anyone reply? 20110122 04:55:41< Xandal> No :< 20110122 04:58:36< ancestral> Xandal: So what do you need help with? 20110122 04:58:54< ancestral> Are you starting at ground zero, basically? :) 20110122 04:59:37< Xandal> To an extent. We're working with chunks of MrEpic's The Haunted Woods MP Campaign. Currently we only have a single map/scenario ready because we're getting used to WML and want to attempt a playtest. 20110122 04:59:40< Xandal> Oh, and Main 20110122 04:59:42< Xandal> We have main 20110122 05:00:19< Xandal> But Elivsh Pillager gave us a little help 20110122 05:00:21< Xandal> Main is loading 20110122 05:00:25< Xandal> But our scenario file is not loading 20110122 05:02:27< ancestral> Can I download it? 20110122 05:02:40< ancestral> It's been a while, but I'll see if I can debug why 20110122 05:03:31-!- C27 [~chatzilla@c-98-247-251-224.hsd1.wa.comcast.net] has left #wesnoth [] 20110122 05:04:57< Xandal> Sure, let me upload it. 20110122 05:05:00< Xandal> Or 20110122 05:05:09< Xandal> Do you want me to send it to you through IRC? 20110122 05:05:59< ancestral> We can try 20110122 05:13:54< ancestral> Xandal: So you need to put path=data/add-ons/Rite_Of_Way in quotes 20110122 05:14:00< ancestral> path="data/add-ons/Rite_Of_Way" 20110122 05:14:41< ancestral> Make the change, go to the title screen in Battle for Wesnoth, hit F5, and try loading your scenario again 20110122 05:17:36< Xandal> That did not work 20110122 05:18:22< ancestral> What didn't work? 20110122 05:18:42< ancestral> Same error? 20110122 05:19:25< Xandal> No error, it just won't show up when I open the Multiplayer menu in Wesnoth 20110122 05:20:04< Xandal> We DO know that main is loading because we put a random #enddef in there and it gave us an error. However, when doing the same with the RoW2 scenario file it gave us no errors 20110122 05:20:09< Xandal> It's just NOT loading RoW2 20110122 05:20:15< Xandal> From what Elvish Pillager said 20110122 05:22:20< ancestral> You haven't told _main.cfg to load your maps folder I think 20110122 05:22:20-!- hagabaka [~hagabaka@unaffiliated/hagabaka] has quit [Ping timeout: 260 seconds] 20110122 05:22:33< Xandal> How would I do that? 20110122 05:22:41< ancestral> So in the #ifdef MULTIPLAYER 20110122 05:22:49< ancestral> Basically, if the player is in multiplayer 20110122 05:23:06< ancestral> Hmm 20110122 05:23:38< ancestral> Put in: 20110122 05:23:45< ancestral> {~add-ons/Rite_Of_Way/maps} 20110122 05:23:52< Xandal> Done 20110122 05:24:10< Xandal> Still doesn't show up as a map to play 20110122 05:28:36-!- hagabaka [~hagabaka@unaffiliated/hagabaka] has joined #wesnoth 20110122 05:29:27-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has quit [Ping timeout: 246 seconds] 20110122 05:30:14< ancestral> Okay 20110122 05:30:20< ancestral> Xandal: The path to the map is incorrect 20110122 05:30:26< ancestral> in your scenario's cfg file 20110122 05:30:47< Xandal> *facepalm* 20110122 05:32:10-!- happygrue_ [~George@wesnoth/developer/wintermute] has joined #wesnoth 20110122 05:32:59< ancestral> "{~add-ons/Rite_Of_Way/maps/RoW2.map}" may work 20110122 05:33:14-!- KamusHadenes [~kamushade@hyadesinc/lord/hadenes/kamushadenes] has quit [Ping timeout: 240 seconds] 20110122 05:33:34-!- KamusHadenes [~kamushade@bd21c6ee.virtua.com.br] has joined #wesnoth 20110122 05:33:36-!- KamusHadenes [~kamushade@bd21c6ee.virtua.com.br] has quit [Changing host] 20110122 05:33:36-!- KamusHadenes [~kamushade@hyadesinc/lord/hadenes/kamushadenes] has joined #wesnoth 20110122 05:34:19< ancestral> That would be in RoW2.cfg 20110122 05:34:25< Xandal> We added that 20110122 05:34:27< Xandal> It did not work :/ 20110122 05:34:44-!- happygrue_ [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20110122 05:35:19-!- happygrue_ [~George@wesnoth/developer/wintermute] has joined #wesnoth 20110122 05:35:36-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Ping timeout: 240 seconds] 20110122 05:37:15-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has quit [Quit: #AncientBeast - Free Fantasy MO TBS RPG] 20110122 05:37:46< Xandal> We just noticed we had multiple of the same side. We were working in a different file at first and didn't realize that. 20110122 05:38:16-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20110122 05:38:17-!- Gambit [~Gambit@wesnoth/developer/grickit] has quit [Read error: Connection reset by peer] 20110122 05:38:17< Xandal> That is not the issue though 20110122 05:38:23< Xandal> Although we did fix it 20110122 05:40:20< Xandal> Also I checked within Wesnoth to see if it was even considered an Add-on 20110122 05:40:24< Xandal> And it is 20110122 05:49:01-!- bwbettin [~AndChat@108.101.116.97] has joined #wesnoth 20110122 05:51:47< bwbettin> I saw a thread on the wesnoth.org forums concerning Kyle Poole putting the finishing touches on a droid version of wesnoth. Does anyone know the timeline for that, if it's coming soon? 20110122 05:52:29< Xandal> Sadly I do not 20110122 05:52:34< Xandal> However, I have the iPod Touch version 20110122 05:52:38< Xandal> And while it is VERY well done 20110122 05:52:43< Xandal> Wesnoth is just too large of a game for that 20110122 05:52:54< Xandal> It took far too long to actually take a turn 20110122 05:53:02< Xandal> It's not really an on-the-go game IMO 20110122 05:54:27< Xandal> Man, I just can't figure out why the hell this won't run. We're not trying to use anything from any other files than the ones we have and the ones that come with Wesnoth 20110122 05:55:56< bwbettin> I picked up an htc evo shift 4g. After having an older htc touch pro winmo for several years, I've been in 7th heaven picking up apps on the market. :) 20110122 05:56:27< bwbettin> I'm testing an irc app atm ;) 20110122 05:59:12< Xandal> Yeah, I did that at first. Then it all died down and became an mp3 player at best. 20110122 05:59:29< Xandal> I'm so used to how everything is on a computer 20110122 05:59:38< Xandal> That when I use a dumbed down version on a mobile device 20110122 05:59:39< Xandal> I can't stand it 20110122 06:01:53< bwbettin> True, but it's convenient as I bounce between home, work, grad school, etc. Dumbed down still beats unavailable...gotta get my geekery where I can. 20110122 06:02:04< Xandal> I get it 20110122 06:03:56< Xandal> But seriously, Wesnoth does NOT work on a mobile device. Games take long enough on a computer. Taking a single turn on my iPod Touch took like 5 minutes. And it's a huge pain in the ass actually getting everything right without Fog of War disabling my ability to undo. 20110122 06:04:16< shadowmaster> Disable instant shroud updates. 20110122 06:04:43< Xandal> Oh, I know. Just saying it was hard enough without it 20110122 06:08:39-!- bwbettin [~AndChat@108.101.116.97] has left #wesnoth ["Leaving"] 20110122 06:11:48-!- Blueblaze [~Blueblaze@adsl-99-185-9-109.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110122 06:13:02< Xandal> Anyone else willing to take a shot at helping us getting a scenario running? It currently just won't show up in the "Maps to play" section in the multiplayer option within Wesnoth. Our main.cfg IS loading (we threw in a random #enddef to test it), however our scenario file is not loading (we also did the #enddef thing for that). 20110122 06:17:09-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth 20110122 06:19:02< shadowmaster> Xandal: are you using [multiplayer] instead of [scenario], right? 20110122 06:19:05< shadowmaster> *you are 20110122 06:19:08< Xandal> Yes 20110122 06:22:49-!- Hulavuta [~Justin@172.148.88.184.cfl.res.rr.com] has quit [Quit: Leaving.] 20110122 06:26:44-!- Blueblaze [~Blueblaze@adsl-99-185-9-109.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 06:45:40< Xandal> So, any other suggestions? 20110122 06:45:52< Xandal> Anyone else willing to help 20110122 06:45:54< Xandal> ? 20110122 07:01:53< Xandal> Fixed it 20110122 07:34:04-!- Blueblaze [~Blueblaze@adsl-99-185-9-109.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110122 07:36:05-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 264 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[~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20110122 13:07:48-!- kane77 [~kane@194.1.130.108] has joined #wesnoth 20110122 13:09:36-!- brandFU [~brandFU@p5087EA76.dip.t-dialin.net] has joined #wesnoth 20110122 13:19:29-!- Cyber_Rock [~Ankit@unaffiliated/cyber-rock/x-7112426] has quit [Quit: Leaving.] 20110122 13:20:05-!- meway [~meway@9.223.55.67.dyn.southslope.net] has joined #wesnoth 20110122 13:20:58< meway> anyone here have a ps3, cod blackops and want to play a game of zombies with me? sorry I know its off topic but I'm board and I wants to play with random ppls from irc 20110122 13:21:27-!- Natasiel [~natasiel@wesnoth/mp-mod/natasiel] has joined #wesnoth 20110122 13:22:24< meway> pm me 20110122 13:22:26-!- meway [~meway@9.223.55.67.dyn.southslope.net] has left #wesnoth ["Leaving"] 20110122 13:26:08-!- Appleman1234 [~Appleman1@131.181.211.118] has quit [Ping timeout: 246 seconds] 20110122 13:44:18-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth 20110122 13:46:38< joo> heh 20110122 13:46:41< joo> you're board, you say? 20110122 13:48:36< Crendgrim> he's away ... 20110122 13:49:07< joo> I know. 20110122 13:52:04-!- DreadKnight [~DreadKnig@79.117.22.44] has joined #wesnoth 20110122 13:52:04-!- DreadKnight [~DreadKnig@79.117.22.44] has quit [Changing host] 20110122 13:52:04-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has joined #wesnoth 20110122 13:59:55-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Read error: Connection reset by peer] 20110122 14:03:41-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20110122 14:09:09-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Remote host closed the connection] 20110122 14:13:54-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth 20110122 14:16:14-!- Mussious [~kamil@dfs74.neoplus.adsl.tpnet.pl] has joined #wesnoth 20110122 14:20:03-!- Cyber_Rock [~Ankit@unaffiliated/cyber-rock/x-7112426] has joined #wesnoth 20110122 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[~chatzilla@CPE-58-165-232-106.lns1.fli.bigpond.net.au] has quit [Remote host closed the connection] 20110122 15:20:54-!- joo [~joo@unaffiliated/joo] has joined #wesnoth 20110122 15:21:23-!- Cyber_Rock is now known as ankit_1992s 20110122 15:23:51-!- ankit_1992s is now known as Cyber_Rock 20110122 15:24:02-!- hulavuta [~Justin@184.88.148.172] has joined #wesnoth 20110122 15:24:48-!- SekoIdiootti [~chatzilla@cs145063.pp.htv.fi] has joined #wesnoth 20110122 15:25:16-!- Dragoth_jpn [~Dragoth_j@pl584.nas933.p-miyagi.nttpc.ne.jp] has joined #wesnoth 20110122 15:27:39-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth 20110122 15:28:04-!- joo [~joo@unaffiliated/joo] has quit [] 20110122 15:28:20< Necrosporus> Hello. Do any adult mods for BfW exist? 20110122 15:29:52< Necrosporus> It's not my question, but some people ask for them 20110122 15:31:15< zookeeper> none that i've ever heard of. 20110122 15:31:43< Necrosporus> Other question: how to install a mod by hand? 20110122 15:32:11< Necrosporus> When I download a large mod, connection drops sometimes, so I have got a tar.bz file 20110122 15:32:29< Necrosporus> Ageless_Era.tar.bz2 20110122 15:32:45< Necrosporus> Would be tar xf enough? 20110122 15:32:57< Necrosporus> Or I need to change any other info? 20110122 15:33:57-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 15:39:03-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 15:39:18-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 15:41:14-!- Mkaysi [~Mkaysi@unaffiliated/mkaysi] has quit [Read error: Connection reset by peer] 20110122 15:42:25-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 260 seconds] 20110122 15:44:54-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 15:45:13-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 15:47:00-!- Mkaysi [~Mkaysi@unaffiliated/mkaysi] has joined #wesnoth 20110122 15:49:19-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Client Quit] 20110122 15:49:38-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 15:54:44-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 15:55:03-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 15:59:13-!- SekoIdiootti [~chatzilla@cs145063.pp.htv.fi] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 20110122 15:59:14< fendrin> Necrosporus: There is a python script that handles the addon server. It is able to down and upload. It's in utils or data/tools. 20110122 16:01:05< Necrosporus> fendrin, I mean, installation. But seems, just unpacking worked OK 20110122 16:01:45< Necrosporus> say I don't need to upload anything, only install an addon, which is already downloaded without downloading it again 20110122 16:02:18-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has joined #wesnoth 20110122 16:04:18-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth 20110122 16:06:39-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 16:06:46< Ivanovic> Necrosporus: then just extract it to the correct folder and you are done 20110122 16:06:58-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 16:07:27< Ivanovic> Necrosporus: cf the text at the top: http://add-ons.wesnoth.org/1.9/ 20110122 16:08:07-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth 20110122 16:08:42< Necrosporus> Thank you, I haven't noticed the text, but guessed so 20110122 16:13:32-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Quit: Leaving] 20110122 16:14:33-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth 20110122 16:15:43< Aethaeryn> Elvish_Pillager: Hi! 20110122 16:15:48< Aethaeryn> My new best friend! 20110122 16:15:53< Aethaeryn> How are you? 20110122 16:15:55< Elvish_Pillager> hi! 20110122 16:15:56< Elvish_Pillager> what? 20110122 16:16:06< Aethaeryn> My Lua code won't run properly 20110122 16:16:08< Elvish_Pillager> how did I suddenly become your best friend now, and not ever before? 20110122 16:16:10< Elvish_Pillager> Oh, I SEE! 20110122 16:16:11< Aethaeryn> :-P 20110122 16:16:20< Elvish_Pillager> I am pretty good 20110122 16:16:38< Elvish_Pillager> I had a dream last night where I always forgot to go to class on Wednesdays 20110122 16:17:04< Elvish_Pillager> so, what's your Lua problem? 20110122 16:17:12< Aethaeryn> http://wesnoth.pastebin.com/uu33LQkd 20110122 16:17:37< Aethaeryn> exuse me if my tables are done wrong, I find the concept of WML tables (and only that) confusing unless I space it 20110122 16:17:45< Aethaeryn> *excuse 20110122 16:18:04< Aethaeryn> anyway, when I run this code, it is a menu option done in Lua 20110122 16:18:21< Aethaeryn> wesnoth.fire -> boss_menu() -> boss_spawn() 20110122 16:18:37< Aethaeryn> unfortunately, it will always spawn a Lich before you even select an option as it is currently set up 20110122 16:18:53< Aethaeryn> In other words, it calls boss_menu() which calls boss_spawn even if the option/command is not selected 20110122 16:19:05< Elvish_Pillager> uh, yeah 20110122 16:19:17< Aethaeryn> So there has to be another way to integrate WML tables this way? 20110122 16:19:23< Elvish_Pillager> your problem is that you're trying to put Lua instructions where you need to put WML instructions 20110122 16:19:34-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 16:19:45< Aethaeryn> Yeah, but I don't want boss_spawn() in WML 20110122 16:19:51-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 16:19:58< Aethaeryn> If I have the whole thing in WML tables in Lua, I might as well keep it in WML 20110122 16:20:03< Elvish_Pillager> the simple change is to have boss_spawn() return { "lua", { code="<<[the current return value]>>"}} 20110122 16:20:12< Aethaeryn> ah 20110122 16:20:15< Aethaeryn> I knew there was something simple 20110122 16:20:30< Elvish_Pillager> the only problem with that is that it removes the current syntax hilighting in the code 20110122 16:20:43< Elvish_Pillager> oh also you can't use double quotes there, so use [[]] 20110122 16:20:45-!- DreadKnight [~DreadKnig@unaffiliated/dreadknight] has quit [Quit: #AncientBeast - Free Fantasy MO TBS RPG] 20110122 16:21:03< Elvish_Pillager> there are two cleaner ways to do it: 20110122 16:21:14< Aethaeryn> wait, what do I put in code? 20110122 16:21:24< Elvish_Pillager> 1. have the options contain { "lua", { code="<>"}} and define the function 20110122 16:21:34-!- Crendgrim [~crend@95-88-176-61-dynip.superkabel.de] has quit [Remote host closed the connection] 20110122 16:21:42< Aethaeryn> ah 20110122 16:21:44< Elvish_Pillager> 2. have the options set a variable, and the lua check the variable afterwards to figure out what the player chose 20110122 16:21:58< Elvish_Pillager> (2) is what I usually use 20110122 16:22:21< Elvish_Pillager> also, cancel() hardly needs to be a function :) 20110122 16:22:32< Aethaeryn> yeah, I know 20110122 16:22:39< Aethaeryn> but I'll be using it a lot 20110122 16:22:46< Aethaeryn> this reduces the odds of typoing later on 20110122 16:22:47< Elvish_Pillager> No, I mean it can be a variable 20110122 16:22:52< Aethaeryn> *oh* 20110122 16:22:54< Aethaeryn> it's a table 20110122 16:22:56< Aethaeryn> whoops 20110122 16:23:06< Elvish_Pillager> cancel = { "option", { message = _"Cancel" }} 20110122 16:23:44-!- Crendgrim [~crend@95-88-176-61-dynip.superkabel.de] has joined #wesnoth 20110122 16:24:13< Elvish_Pillager> AFAICT the tables are all done correctly, and in fact, you're using the same spacing conventions I use 20110122 16:24:21< Aethaeryn> Elvish_Pillager: so essentially in the code="<<>>" I want a variable "spawn = 1" 20110122 16:24:24-!- Crendgrim [~crend@95-88-176-61-dynip.superkabel.de] has quit [Client Quit] 20110122 16:24:25< Aethaeryn> and if "spawn = 1" do my Lua code 20110122 16:25:01< Elvish_Pillager> That would work. However, you shouldn't pollute the global Lua environment with variables with names like "spawn" 20110122 16:25:03< Aethaeryn> Elvish_Pillager: Well, I cheated. 20110122 16:25:13< Aethaeryn> I looked at C/Java code and saw the spacing method I liked the best 20110122 16:25:27-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 16:25:31< Elvish_Pillager> I've had it set WML variables rather than Lua variables, actually (I guess I just didn't think of setting Lua variables) 20110122 16:25:44-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 16:26:03< Aethaeryn> yes, but if I set it to local, will it be read? 20110122 16:26:09< Aethaeryn> or would it be local to the <<>>? 20110122 16:26:17< Elvish_Pillager> then it would be local to the <<>>, yes. 20110122 16:26:25< Elvish_Pillager> You need a global variable - either WML or Lua - to do this truck 20110122 16:26:27< Elvish_Pillager> *trick 20110122 16:26:36< Elvish_Pillager> you should just name it something that definitely won't overlap anything. 20110122 16:26:55< Elvish_Pillager> brb 20110122 16:29:20-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Client Quit] 20110122 16:29:39-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 16:35:06< Elvish_Pillager> back 20110122 16:36:15-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has quit [Quit: No Ping reply in 180 seconds.] 20110122 16:36:33-!- rork [~quassel@ip4da9d28f.direct-adsl.nl] has joined #wesnoth 20110122 16:36:37< Aethaeryn> http://wesnoth.pastebin.com/PSP7dUkh 20110122 16:36:46< Aethaeryn> Elvish_Pillager: Still doesn't work as intended 20110122 16:37:02< Aethaeryn> Simply waits until the next time I open up the menu. If I had tried to recruit, then it now recruits. If not, nothing. 20110122 16:37:07< Aethaeryn> Nothing actually happens at the option. 20110122 16:37:24< Elvish_Pillager> uh 20110122 16:37:31< Elvish_Pillager> this has the same issue as the last piece of code you showed me 20110122 16:37:38< Aethaeryn> it does? 20110122 16:37:40< Elvish_Pillager> yes 20110122 16:37:42< Aethaeryn> brb, coffee 20110122 16:37:45< Elvish_Pillager> let me explain in more specifics: 20110122 16:38:00< Elvish_Pillager> the main code block calls boss_menu() four times 20110122 16:38:30-!- Cyber_Rock [~Ankit@unaffiliated/cyber-rock/x-7112426] has quit [Ping timeout: 240 seconds] 20110122 16:38:31< Elvish_Pillager> each call to boss_menu() calls boss_spawn() 20110122 16:38:42< Elvish_Pillager> boss_spawn() summons a unit 20110122 16:38:50< Elvish_Pillager> and returns nil 20110122 16:39:06< Elvish_Pillager> then boss_menu() includes that nil value in the table (i.e. doesn't actually do anything) 20110122 16:39:08< Elvish_Pillager> and returns the table 20110122 16:39:22< Elvish_Pillager> _then_ wesnoth.fire is called with the table included in its arguments 20110122 16:40:23< Elvish_Pillager> Then the user selects an option, which may choose one of the Lua blocks in boss_menu()'s output and hence set boss_spawn to 1 20110122 16:42:08-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has quit [Remote host closed the connection] 20110122 16:45:28-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has joined #wesnoth 20110122 16:45:32< Aethaeryn> back 20110122 16:45:38< Aethaeryn> sorry, had to feed the cats as soon as I went downstairs 20110122 16:45:41< Elvish_Pillager> heh 20110122 16:45:54 * Elvish_Pillager indicates the log 20110122 16:46:33< Aethaeryn> Yes, I see what you did there 20110122 16:46:41< Aethaeryn> basically, I shouldn't have a function call there 20110122 16:46:42< Elvish_Pillager> The simple answer is "The code you currently have in boss_spawn() needs to come completely after the wesnoth.fire()" 20110122 16:46:44< Elvish_Pillager> yeah 20110122 16:46:50< Aethaeryn> ah 20110122 16:46:52< Aethaeryn> I know 20110122 16:47:01< Aethaeryn> should I crate a table that consists of unit_type, unit_role? 20110122 16:47:07< Elvish_Pillager> ? 20110122 16:47:12< Aethaeryn> in the Lua 20110122 16:47:16< Elvish_Pillager> oh 20110122 16:47:20< Aethaeryn> I could create a table that consists of the variables unit_type, unit_role 20110122 16:47:27< Elvish_Pillager> yes, and assign that to the global variable 20110122 16:47:29< Aethaeryn> when there is a non-nil value to the table, I spawn a boss 20110122 16:47:33< Elvish_Pillager> and then read it after the wesnoth.fire is complete 20110122 16:47:37< Aethaeryn> when there's a nil value, nothing happens 20110122 16:47:42< Aethaeryn> right 20110122 16:47:50< Elvish_Pillager> sounds like you've got it now 20110122 16:48:01< Aethaeryn> I know how to program 20110122 16:48:06< Aethaeryn> I just don't know how to interface with this damn program 20110122 16:48:10< Aethaeryn> Wesnoth is a pain in the ass to code for 20110122 16:48:18< Elvish_Pillager> although good luck assigning a table with variable values inside a quoted string 20110122 16:48:36< Elvish_Pillager> you can do it, it just looks silly :P 20110122 16:48:37< Aethaeryn> awww 20110122 16:49:19< Elvish_Pillager> code="boss_spawn = { unit_type = "..unit_type..", unit_role = "..unit_role.."}" 20110122 16:52:21< Elvish_Pillager> gotta go to breakfast now, be back later 20110122 16:52:33< Aethaeryn> ok 20110122 16:57:00-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 272 seconds] 20110122 17:07:17-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has joined #wesnoth 20110122 17:07:17-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has quit [Changing host] 20110122 17:07:17-!- joo [~joo@unaffiliated/joo] has joined #wesnoth 20110122 17:07:27< Aethaeryn> hmmm 20110122 17:08:02< Aethaeryn> [string "boss_spawn = {unit_type = Dark Sorcerer, unit_role = Undead}"]:1: '} expected near 'Sorcerer' 20110122 17:09:06< Aethaeryn> http://wesnoth.pastebin.com/K8uacDW5 20110122 17:09:48< Aethaeryn> I turned the wesnoth.fire into a function boss_undead() because as soon as I get this code working I'll move a layer up in the menu and add the other boss types as functions 20110122 17:11:47-!- fstltna_ [~fstltna@108.122.57.11] has joined #wesnoth 20110122 17:13:24-!- fstltna [~fstltna@173-126-195-26.pools.spcsdns.net] has quit [Ping timeout: 240 seconds] 20110122 17:13:24-!- fstltna_ is now known as fstltna 20110122 17:21:13< Aethaeryn> oh, hmm, I just found out there's a lua mode for emacs with a slightly different indentation style. I hope you don't mind if I switch for the later posts 20110122 17:21:37< Aethaeryn> it beats having to count out the {s 20110122 17:26:00< Aethaeryn> oh, I see what the problem is 20110122 17:27:31-!- fstltna_ [~fstltna@184.233.239.107] has joined #wesnoth 20110122 17:28:11-!- Feufochmar [~Feufochma@99.82.69-86.rev.gaoland.net] has joined #wesnoth 20110122 17:28:19-!- daglees [~belvedere@unaffiliated/daglees] has quit [Quit: Leaving] 20110122 17:28:25-!- fstltna [~fstltna@108.122.57.11] has quit [Ping timeout: 240 seconds] 20110122 17:28:25-!- fstltna_ is now known as fstltna 20110122 17:28:57< Aethaeryn> I needed single quotation marks because the second part is a string 20110122 17:29:30< Aethaeryn> This part of the code now runs 20110122 17:43:55-!- Crendgrim [~crend@95-88-176-61-dynip.superkabel.de] has joined #wesnoth 20110122 17:43:59-!- joo [~joo@unaffiliated/joo] has quit [] 20110122 17:50:14-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has joined #wesnoth 20110122 17:50:14-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has quit [Changing host] 20110122 17:50:14-!- joo [~joo@unaffiliated/joo] has joined #wesnoth 20110122 17:53:46-!- HosenJack [~FYMLIFYM@ip-62-143-120-102.unitymediagroup.de] has quit [Quit: emoragequit] 20110122 18:08:44< hulavuta> Gambit: poke 20110122 18:09:05< Gambit> ow 20110122 18:09:11< Gambit> That was my eye. 20110122 18:09:19< hulavuta> =-O 20110122 18:09:22< hulavuta> Anyway, 20110122 18:09:26< hulavuta> http://forums.wesnoth.org/viewtopic.php?f=6&t=32892 20110122 18:09:43< Gambit> aww, but I'm on vacation. 20110122 18:09:49< hulavuta> Didn't you say something a while back that add-ons can interfere with other addons? 20110122 18:09:57< Gambit> yes 20110122 18:10:08< hulavuta> Do you think this might be the case there? 20110122 18:10:37< Gambit> dunno 20110122 18:10:41< hulavuta> ok 20110122 18:10:43< Gambit> he hasn't give enough information to determine that 20110122 18:11:03< hulavuta> I think it's a girl 20110122 18:11:06< hulavuta> Just sayin' 20110122 18:14:39-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20110122 18:24:49-!- Blueblaze [~Blueblaze@adsl-99-158-47-59.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 18:25:01< Soliton> probably just not understanding lit tiles. 20110122 18:28:40-!- Zerovirus [62c45c53@gateway/web/freenode/ip.98.196.92.83] has joined #wesnoth 20110122 18:36:35< Elvish_Pillager> Aethaeryn: back now, if you need me for anything 20110122 18:38:28-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110122 18:40:57< Aethaeryn> Elvish_Pillager: This is what I have working now 20110122 18:41:36< Aethaeryn> http://wesnoth.pastebin.com/GHiqWHDH 20110122 18:41:55< Aethaeryn> Can you look it over and tell me if I'm doing something in poor Lua practice before I turn the rest of the menu item into Lua? 20110122 18:42:40< Elvish_Pillager> if "cancel" should be global, you should set it in a preload event, not here 20110122 18:42:43< Aethaeryn> And the reason it's UD_Summon_Ze_Summoner for the id is to get it at the desired location in the menu order. I'm going to just turn it into a numerical prefix when I rewrite it so it's clearer 20110122 18:42:53< Elvish_Pillager> "args" should be local 20110122 18:43:11< Elvish_Pillager> don't use wesnoth.get_variable("side_number"); use wesnoth.current.side 20110122 18:44:30-!- PetePorty [~PeterPort@wesnoth/translator/PetePorty] has quit [Remote host closed the connection] 20110122 18:44:53< Elvish_Pillager> your function names are awful 20110122 18:44:59< Elvish_Pillager> and they should probably be local functions 20110122 18:46:28< Elvish_Pillager> other than those things, it looks fine 20110122 18:47:22< Aethaeryn> Elvish_Pillager: local all of those things? 20110122 18:47:27< Aethaeryn> and yeah, the names are awful 20110122 18:47:39< Aethaeryn> my main concern is getting it runnning 20110122 18:47:45< Elvish_Pillager> Local anything you don't specifically want to be global 20110122 18:47:45< Aethaeryn> I can M-x replace-string later 20110122 18:47:51< Elvish_Pillager> well, you did ask me about "poor Lua practice" 20110122 18:47:53-!- Maedin [~chatzilla@wikipedia/maedin] has joined #wesnoth 20110122 18:48:17< Aethaeryn> Elvish_Pillager: If I local them, the functions can still access them? 20110122 18:48:59< Aethaeryn> or do you mean local them and put them in the function(s) that use them? 20110122 18:49:01< Elvish_Pillager> oh, which ones? 20110122 18:49:09< Aethaeryn> everything at the top 20110122 18:49:11< Aethaeryn> the code == << 20110122 18:49:31< Elvish_Pillager> if you put "local function blah()" then it'll be local to whatever scope it's in... in this case, the <<>> 20110122 18:49:43< Aethaeryn> ah 20110122 18:50:20< Aethaeryn> Okay, so time to go to another layer of WML to convert? 20110122 18:50:39< Elvish_Pillager> sure 20110122 18:51:06< Aethaeryn> should I directly convert all the [set_menu_item] stuff with WML tables or should I try something different? 20110122 18:51:47< Aethaeryn> well, essentially it's just the [show_if] 20110122 18:51:56< Elvish_Pillager> depends what you want to do 20110122 18:52:05< Elvish_Pillager> My own menu items are mostly just WML tables 20110122 18:52:30< Elvish_Pillager> you could also divide it up into more tables/variables/functions if you have them there 20110122 18:52:43< Elvish_Pillager> I don't remember if location filters and show_if things allow lua functions 20110122 18:52:45< Elvish_Pillager> let me check 20110122 18:53:47< Elvish_Pillager> yuck, looks like they can't 20110122 18:54:02 * Elvish_Pillager makes a note to ask silene to add the ability to do that 20110122 18:55:16-!- brandFU [~brandFU@p5087EA76.dip.t-dialin.net] has joined #wesnoth 20110122 18:55:25< Aethaeryn> Well, don't forget to remind me if 1.9 later on allows me to rewrite some of my WML table stuff in plain Lua 20110122 18:55:33< Aethaeryn> Elvish_Pillager: Imo, request a menu item directly through Lua 20110122 18:55:37-!- vcap_ [~vcap@AReims-551-1-94-107.w92-155.abo.wanadoo.fr] has joined #wesnoth 20110122 18:55:42< Elvish_Pillager> hmm 20110122 18:55:55< Aethaeryn> set_menu_item is the essential UMC tag imo 20110122 18:56:09< Aethaeryn> without it you can't do anything really fancy 20110122 18:56:24< Aethaeryn> Most good MP content since 1.3 owes itself to [set_menu_item] 20110122 18:56:26< Elvish_Pillager> a menu item that takes two lua functions - one a boolean-valued thing to check whether to display it on the given hex, and the other what to execute when it... 20110122 18:56:52-!- Maedin [~chatzilla@wikipedia/maedin] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 20110122 18:57:24-!- zookeeper2 [~l@87-100-216-87.bb.dnainternet.fi] has joined #wesnoth 20110122 18:58:23-!- 45PABPM22 [~iwaim@ns1.alib.jp] has quit [Ping timeout: 264 seconds] 20110122 18:58:25-!- vcap [~vcap@AReims-551-1-94-107.w92-155.abo.wanadoo.fr] has quit [Ping timeout: 264 seconds] 20110122 18:58:25-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20110122 18:59:45-!- zookeeper2 is now known as zookeeper 20110122 18:59:50-!- zookeeper [~l@87-100-216-87.bb.dnainternet.fi] has quit [Changing host] 20110122 18:59:50-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth 20110122 19:06:55-!- joo [~joo@unaffiliated/joo] has quit [] 20110122 19:06:58-!- brandFU [~brandFU@p5087EA76.dip.t-dialin.net] has quit [Quit: Bye!] 20110122 19:09:11< Aethaeryn> Elvish_Pillager: I have an idea about the [show_if] doing it in Lua 20110122 19:09:39< Aethaeryn> Elvish_Pillager: http://wesnoth.pastebin.com/TLyrj4i6 20110122 19:09:44< Aethaeryn> Obviously it doesn't run yet 20110122 19:09:52< Aethaeryn> Just wanted to type it out quickly to see if I'm going int he right direction 20110122 19:10:08< Aethaeryn> whoops, didn't paste in all three ends 20110122 19:10:23< Elvish_Pillager> why is it called main()? 20110122 19:10:41-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has joined #wesnoth 20110122 19:10:41-!- joo [~joo@93-96-66-243.zone4.bethere.co.uk] has quit [Changing host] 20110122 19:10:41-!- joo [~joo@unaffiliated/joo] has joined #wesnoth 20110122 19:10:49< Aethaeryn> Because in my coding classes I'm told that the root function is to be called main() 20110122 19:10:54< Aethaeryn> and this is the root function in this event 20110122 19:11:01< Elvish_Pillager> uh let's see 20110122 19:11:02< Aethaeryn> as in, this is instead of making it base level 20110122 19:11:23< Elvish_Pillager> and "display_menu()" would be a hacky function that only does anything in this type of main() function? 20110122 19:11:31< Elvish_Pillager> Why not make it return a boolean value instead? 20110122 19:11:59< Aethaeryn> make what return bool? 20110122 19:12:07< Elvish_Pillager> uh, main() 20110122 19:12:25< Aethaeryn> main() never returns anything 20110122 19:12:29< Elvish_Pillager> since, isn't the only meaningful output of the function whether it calls display_menu() or not? 20110122 19:12:40< Aethaeryn> Well, no 20110122 19:12:43< Elvish_Pillager> and hence... conceptually, it's a function that outputs a boolean 20110122 19:12:46< Aethaeryn> Eventually there'll be the other menu items 20110122 19:12:48< Elvish_Pillager> No? What else can it do? 20110122 19:12:57< Elvish_Pillager> What, main() is supposed to contain all menu items? 20110122 19:13:02< Aethaeryn> This is only one [set_menu_item] in the [event] 20110122 19:13:04< Elvish_Pillager> that's inconsistent with the current structure 20110122 19:13:25< Aethaeryn> Well, it'll be a series of ifs 20110122 19:13:35< Elvish_Pillager> and would presumably make it harder to make eras and maps compatible 20110122 19:14:43-!- Blueblaze [~Blueblaze@adsl-99-158-47-59.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110122 19:14:57-!- Gallaecio [~quassel@29.138.117.91.dynamic.mundo-r.com] has quit [Read error: Connection reset by peer] 20110122 19:15:47< Aethaeryn> This is neither an era nor a map 20110122 19:16:03< Aethaeryn> This is an MP campaign with its own "era", scenarios, etc. 20110122 19:16:05< Elvish_Pillager> perhaps we should start over from square one 20110122 19:16:07< Aethaeryn> Kind of like Wesband 20110122 19:16:09< Elvish_Pillager> I have no idea what you're suggesting 20110122 19:16:15-!- Blueblaze [~Blueblaze@adsl-99-158-47-59.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 19:17:42-!- Gallaecio [~quassel@29.138.117.91.dynamic.mundo-r.com] has joined #wesnoth 20110122 19:25:05-!- Zerovirus [62c45c53@gateway/web/freenode/ip.98.196.92.83] has quit [Ping timeout: 265 seconds] 20110122 19:25:27-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20110122 19:26:18-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20110122 19:28:32-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 265 seconds] 20110122 19:29:24-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth 20110122 19:31:30-!- Unnheulu [~ieuan@cpc1-pnth2-2-0-cust788.5-2.cable.virginmedia.com] has joined #wesnoth 20110122 19:40:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20110122 19:46:04-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110122 20:00:58-!- vcap_ is now known as vcap 20110122 20:03:13< Aethaeryn> Elvish_Pillager: okay, I cleaned it up a lot 20110122 20:03:27< Aethaeryn> And commented it 20110122 20:03:48< Aethaeryn> Normally my philosophy is that if I have to comment it the code can probably be simplified, but I'm using a few tricks here that may be a little hard to read 20110122 20:03:59< Aethaeryn> oh, a link would be good :P 20110122 20:04:00< Aethaeryn> http://wesnoth.pastebin.com/b5ydWF4B 20110122 20:04:03-!- hagabaka [~hagabaka@unaffiliated/hagabaka] has quit [Ping timeout: 240 seconds] 20110122 20:04:25< Aethaeryn> Ignore the has_lich line. It's easier to check by side number 20110122 20:04:33-!- Unnheulu [~ieuan@cpc1-pnth2-2-0-cust788.5-2.cable.virginmedia.com] has quit [Ping timeout: 276 seconds] 20110122 20:04:42-!- Crendgrim [~crend@95-88-176-61-dynip.superkabel.de] has quit [Remote host closed the connection] 20110122 20:05:35< Elvish_Pillager> Aethaeryn, you still haven't explained the basic concept of your suggestion 20110122 20:05:45< Aethaeryn> Basically, I don't need the [show_if] 20110122 20:05:48< Aethaeryn> This bypasses it 20110122 20:06:20< Aethaeryn> That cuts by more than half what I need to code of [set_menu_item] in WML tables 20110122 20:06:25< Elvish_Pillager> you're telling me the *purpose* of your suggestion, but I can't comment until I know what your suggestion *is* 20110122 20:06:43< Aethaeryn> oh 20110122 20:06:50< Aethaeryn> right-click summon of boss units in Master of Dungeons 20110122 20:07:08< Elvish_Pillager> you're clearly not using existing Lua 20110122 20:07:18< Aethaeryn> ? 20110122 20:07:21< Elvish_Pillager> hence, I surmise that you are proposing a change to Wesnoth's Lua 20110122 20:07:30< Aethaeryn> I'm not proposing a change 20110122 20:07:30< Elvish_Pillager> I want to know what this proposal is 20110122 20:07:31< Aethaeryn> it runs 20110122 20:07:50< Aethaeryn> I was just wondering if this would be preferred to doing the whole menu item in WML tables 20110122 20:08:04< Elvish_Pillager> It runs? You call main() somewhere? 20110122 20:08:08< Aethaeryn> yeah 20110122 20:08:14< Aethaeryn> Do you want to see the whole file? 20110122 20:08:28< Elvish_Pillager> sure 20110122 20:08:29< Aethaeryn> In maybe 15-30 minutes I'll check in the latest copy 20110122 20:08:34< Aethaeryn> but I can paste it now if you want 20110122 20:08:59< Elvish_Pillager> ...why would you call a function "main()" if you're calling it yourself? :/ 20110122 20:09:16< Aethaeryn> Because main() is the base level function? 20110122 20:09:43< Aethaeryn> hmm 20110122 20:09:52< Aethaeryn> actually, wait until I finish coding the [set_menu_item] thing 20110122 20:09:54< Elvish_Pillager> ...but this isn't a base level function 20110122 20:09:55< Aethaeryn> I have a feeling I'll confuse you more 20110122 20:10:03< Elvish_Pillager> okay 20110122 20:14:32 * Elvish_Pillager has just coded an immensely powerful new EoHS debug mode in Lua 20110122 20:14:48< Elvish_Pillager> to replace the not-quite-as-powerful and slower WML one 20110122 20:18:08< Aethaeryn> If all goes according to plan I shall have just finished this part 20110122 20:18:15< Aethaeryn> Just have to test it 20110122 20:18:28< Aethaeryn> then maybe I'll understand what you're saying 20110122 20:18:47-!- hagebake [~hagabaka@unaffiliated/hagabaka] has joined #wesnoth 20110122 20:19:02< Aethaeryn> whoops, forgot to close my table 20110122 20:19:19< Aethaeryn> yeah, Python programming ruins every other programming language 20110122 20:19:24< Aethaeryn> I keep forgetting to close stuff 20110122 20:20:49< Elvish_Pillager> hahahahaha yesss 20110122 20:21:15< Elvish_Pillager> the new debug mode allows me to issue a single command that surrounds every enemy unit one every side with yetis scaled to 200x200 pixels 20110122 20:22:23< Elvish_Pillager> the old debug mode could only do that with standard yetis. :P 20110122 20:22:31-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 255 seconds] 20110122 20:23:01< Elvish_Pillager> and you can paste text into the input boxes, so I can compose a command in a text editor and fix it if I make a trivial error. 20110122 20:23:31< Aethaeryn> Elvish_Pillager: Scale up their HP too 20110122 20:23:37< Aethaeryn> increase their HP proportional to their size :P 20110122 20:23:55-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20110122 20:25:26-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20110122 20:25:47< Elvish_Pillager> Aethaeryn, and their attacks, yadda yadda, and give them sceptres of fire 20110122 20:25:53< Elvish_Pillager> the debug mode is basically omnipotent 20110122 20:26:02< Elvish_Pillager> since you can insert any lua command 20110122 20:26:32< Elvish_Pillager> and I also made a somewhat convenient unit editor 20110122 20:29:14< Aethaeryn> Cool. 20110122 20:29:23< Aethaeryn> I'm probably going to be recreating some of what you already have :P 20110122 20:29:40< Aethaeryn> To make the DM a bit more flexible 20110122 20:30:06< Elvish_Pillager> well, you have different purposes than I do 20110122 20:30:21< Aethaeryn> Yeah 20110122 20:30:26< Aethaeryn> Which means I'll probably not borrow your code 20110122 20:30:38< Elvish_Pillager> My code wants the power to change any individual attribute, but not to make large swaths of fairly normal stuff 20110122 20:30:39< Aethaeryn> Different purposes + different coder = different design 20110122 20:30:42< Elvish_Pillager> while yours wants the other 20110122 20:31:10< Aethaeryn> And yeah, especially now that I have most of the core gameplay working (well, until my rewrite progressively broke bits) most of my features are going to be aimed toward faster editing 20110122 20:31:19< Elvish_Pillager> although, TBH, an unlimited-Lua debug mode can do almost anything you could want fairly easily 20110122 20:31:20< Aethaeryn> The less wait time on the DM's turn, the better the design 20110122 20:31:37< Aethaeryn> Oh, and I have it somewhat limited. 20110122 20:31:41< Elvish_Pillager> e.g. you can run a command once to create a function that creates a particular type of unit 20110122 20:31:42< Aethaeryn> Just to add some game mechanics to it 20110122 20:31:52< Elvish_Pillager> and then run another command to call that function in various places 20110122 20:31:56< Aethaeryn> e.g. the way I do unit creation ~= debug mode 20110122 20:32:02< Elvish_Pillager> and then all that's left is helper functions 20110122 20:34:04< Elvish_Pillager> the weakness of a simple DM command is that it only changes one hex at a time 20110122 20:34:18< Aethaeryn> do you do it differently from right-clicks? 20110122 20:34:40< Elvish_Pillager> My debug mode prompt is in a right-click command 20110122 20:34:56< Elvish_Pillager> but the main thing it does is just allows you to input Lua 20110122 20:35:18< Aethaeryn> ah, probably too powerful for my purposes 20110122 20:35:19< Elvish_Pillager> among other things, this can allow you to create lists of hexes and then apply arbitrary functions to all the hexes in the list 20110122 20:35:37< Elvish_Pillager> which covers you from the one-hex-at-a-time limitation 20110122 20:36:17-!- un214 [~un214@adsl-75-45-25-77.dsl.scrm01.sbcglobal.net] has joined #wesnoth 20110122 20:36:59-!- hagebake is now known as hagabaka 20110122 20:39:48-!- hulavuta [~Justin@184.88.148.172] has quit [Quit: Leaving.] 20110122 20:44:26-!- Blueblaze [~Blueblaze@adsl-99-158-47-59.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20110122 20:44:49-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth 20110122 20:46:26-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 240 seconds] 20110122 20:46:38-!- Blueblaze [~Blueblaze@adsl-99-148-244-86.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 20:47:32-!- Mkaysi [~Mkaysi@unaffiliated/mkaysi] has quit [Ping timeout: 272 seconds] 20110122 20:50:18-!- Mkaysi [~Mkaysi@unaffiliated/mkaysi] has joined #wesnoth 20110122 20:51:06-!- Maedin [~chatzilla@wikipedia/maedin] has joined #wesnoth 20110122 20:52:32< Maedin> hi, aren't all of the recent multiplayer games (observers allowed) available on the Wesnoth website? 20110122 20:53:10< Maedin> I'm sure I've seen it before and downloaded replays to watch, but I can't remember how I got there 20110122 20:53:26< shadowmaster> replays.wesnoth.org 20110122 20:53:37< Maedin> it would be something simple ^^ 20110122 20:53:46< Maedin> thank you!! :) 20110122 20:55:20< Maedin> actually, sorry, that's not what I was thinking of 20110122 20:55:43< shadowmaster> may want to be more specific then 20110122 20:55:48< Maedin> I was thinking of in-progress saved games 20110122 20:56:40< Maedin> I believe they're uploaded daily or so? 20110122 21:00:01< shadowmaster> the replays on r.w.o are uploaded as soon as the respective games are finished 20110122 21:01:46< Maedin> right 20110122 21:01:55< Maedin> it's not what I'm looking for 20110122 21:11:24< Maedin> found it :) http://replays.wesnoth.org/1.8/ 20110122 21:12:59< shadowmaster> I linked you to replays.wesnoth.org. 20110122 21:13:05-!- joo [~joo@unaffiliated/joo] has quit [] 20110122 21:14:07< Maedin> I realise that now, but my browser redirected me to wesnoth.org/replays, which gives a selection of finished games for certain factions 20110122 21:14:29< Aethaeryn> Elvish_Pillager: how do I get $x1, $y1 in Lua? 20110122 21:14:38< Aethaeryn> Other than wesnoth.current.event_context 20110122 21:14:58< Maedin> I don't know why it didn't work when I tried it :-\ 20110122 21:15:12< Aethaeryn> Elvish_Pillager: I think in the beginning of a menu item before the [command] part there's no location in the wesnoth.current.event_context 20110122 21:15:19< Maedin> but thank you, sorry to have thought you pointed me in the wrong place :) 20110122 21:15:21< Aethaeryn> Yet, you can use $x1, $y1 in the WML 20110122 21:16:43< Aethaeryn> Maedin: huh? wesnoth.org/replays redirects me to replays.wesnoth.org 20110122 21:17:00< Maedin> it took me to this: http://wiki.wesnoth.org/Replays 20110122 21:17:25< Aethaeryn> wow, that's ancient 20110122 21:17:38< Aethaeryn> 2007 20110122 21:17:38< Maedin> when I try replays.wesnoth.org. I have to add /1.8 before it takes me to r.w.o 20110122 21:17:45< Maedin> Yes :p 20110122 21:17:55< Aethaeryn> Maedin: what browser? 20110122 21:18:00< Maedin> Firefox, the latest 20110122 21:18:08< Aethaeryn> Well, I'm using the latest Firefox 4 beta 20110122 21:18:17< Aethaeryn> perhaps you're not forming it like a url 20110122 21:18:20< shadowmaster> I'm using the latest Firefox 4 nightly 20110122 21:18:21< Aethaeryn> so it's I'm Feeling Lucky'ing it 20110122 21:18:30< Maedin> I see 20110122 21:18:35< Maedin> I didn't add http, so I guess that could be it 20110122 21:18:37< shadowmaster> "replays.wesnoth.org" also goes to http://replays.wesnoth.org, mind you 20110122 21:18:43< Maedin> hmmmm 20110122 21:20:13-!- mrEPIC [~new_one@adsl-75-53-102-27.dsl.hstntx.sbcglobal.net] has joined #wesnoth 20110122 21:20:47< Maedin> okay, it seems to be working for me now 20110122 21:20:51< Aethaeryn> Elvish_Pillager: nevermind, I can import "x1" and "y1" apparently. 20110122 21:21:26< Maedin> you're never going to believe it took me there, but it did, twice ^^ 20110122 21:22:40< Maedin> maybe now that I've visited r.w.o it's sorted itself out. 20110122 21:22:46< Maedin> Anyway, thanks! :) 20110122 21:30:40-!- Dragoth_jpn [~Dragoth_j@pl584.nas933.p-miyagi.nttpc.ne.jp] has quit [Quit: See You!] 20110122 21:33:34< Aethaeryn> Elvish_Pillager: how do you do menu_items in your add-on? I can get x1 and y1 but they're at the start of the event, not at the start of the menu item. In other words, I can't filter the terrain at all. 20110122 21:35:59-!- Unnheulu [~ieuan@cpc1-pnth2-2-0-cust788.5-2.cable.virginmedia.com] has joined #wesnoth 20110122 21:50:48< Aethaeryn> oh, I see what you did there in the code 20110122 21:54:05-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth 20110122 21:56:18-!- Xandal [~paul@student-219-185.sunyit.edu] has joined #wesnoth 20110122 21:56:48< Xandal> Hey, is there a world map of the entire Wesnoth world? 20110122 21:59:28< Unnheulu> http://forums.wesnoth.org/viewtopic.php?f=23&t=31838&start=75 20110122 21:59:32< Unnheulu> Unnoffical 20110122 22:02:10< Aethaeryn> Unnheulu: That's hardly the whole world 20110122 22:02:17< Aethaeryn> it misses the south and the west 20110122 22:02:23< Unnheulu> Meh 20110122 22:02:27< Unnheulu> It's the most that exists 20110122 22:10:50-!- Mussious [~kamil@dfv110.neoplus.adsl.tpnet.pl] has joined #wesnoth 20110122 22:14:38< un214> wesnoth's astronomy is not physically plausable 20110122 22:14:44< un214> so why should its geography be? 20110122 22:18:59-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Read error: Connection reset by peer] 20110122 22:19:40< Maedin> the lobby list jumps to the top, whenever someone joins or leaves 20110122 22:19:50< Maedin> does it do that to everyone or just me? :p 20110122 22:20:13< Maedin> it's quite annoying when you're trying to look for someone 20110122 22:24:22< Elvish_Pillager> Aethaeryn: sorry, was at lunch. You figured it out? 20110122 22:25:13< Aethaeryn> I figured out that there's no way to be more elegant 20110122 22:25:20< Aethaeryn> Than just doing the filter as it's done 20110122 22:25:29< Elvish_Pillager> yeah... 20110122 22:25:35< Aethaeryn> there's no way I could figure out how to import that "$x1" except as "$x1" in a WML table 20110122 22:25:44< Elvish_Pillager> since you can only use WML in the [show_if] and [filter_location], you have to do those things the WML way 20110122 22:25:44< Aethaeryn> in other words, it's no location or location filters their way 20110122 22:26:04< Aethaeryn> Right, it's a crap way of doing it imo 20110122 22:26:12< Elvish_Pillager> agreed 20110122 22:26:25< Elvish_Pillager> it would be unnecessary if conditionals and location filters supported lua 20110122 22:26:27< Aethaeryn> If there's one area where something like lua is a clear advantage, it's where you have to do lots of [not]s and [or]s and other hacky stuff 20110122 22:26:29< Elvish_Pillager> the way unit filters do 20110122 22:26:38< Aethaeryn> aka. the reason I hate WML in the first place is the thing I had to recreate in pretty much WML anyway 20110122 22:27:43< Aethaeryn> when you have a [show_if][not][or][have_unit] for something a real language can do in a line, that's design fail imo. 20110122 22:28:03< Elvish_Pillager> haha yeah 20110122 22:28:52< Aethaeryn> If no one else does it, I guess I'll have to get to it in a few months 20110122 22:28:55< hagabaka> but there's the concern that running user contributed content written in "real languages" can be dangerous 20110122 22:28:56< Aethaeryn> If no one else can code it, code it yourself 20110122 22:29:03< Elvish_Pillager> It does make conceptual sense for the menu items to be WML structured (because they're stored in the savefile...); however, not allowing conditionals to be specified as Lua functions is a flaw 20110122 22:29:08< Aethaeryn> hagabaka: Which is why they settled on Lua and not Python 20110122 22:29:13< Aethaeryn> python couldn't be properly sandboxed, Lua can 20110122 22:29:43< hagabaka> yeah, I mean that's why they didn't do it in the beginning 20110122 22:29:48 * Elvish_Pillager uses this opportunity to thumb their nose at Python yet again 20110122 22:30:10< hagabaka> I don't like lua either, it feels very limited compared to ruby/python 20110122 22:30:10< Aethaeryn> Still, there's no excuse to not have full filters working in Lua at this point in 1.9 development. 20110122 22:30:30< Elvish_Pillager> I haven't seen silene in a while... 20110122 22:30:33< Aethaeryn> They probably would've been the first thing I coded if I had to do the Lua thing. 20110122 22:30:46< Aethaeryn> Considering how much I hate the whole [not], [and], [or], etc. tags. 20110122 22:31:05< Aethaeryn> It's just not cool compared to the one word or symbol real languages use 20110122 22:31:17< Elvish_Pillager> I don't hate them... they actually make conceptual sense 20110122 22:31:18< Aethaeryn> Very verbose to do it the WML way 20110122 22:31:31< Aethaeryn> Yes, they make sense, but it's about as elegant as BASIC 20110122 22:32:11< Aethaeryn> hagabaka: Some language is better than no language. 20110122 22:32:41< Aethaeryn> At least Lua's minimalism makes it easier to learn, even if I'm wishing for the Python shortcuts of doing things sometimes. 20110122 22:32:57< Elvish_Pillager> hagabaka: what are you limited from doing in Lua? 20110122 22:33:28< Aethaeryn> Elvish_Pillager: Considering Lua's tables data structure is its only data structure, you eitherl ike or hate its way of doing things. 20110122 22:33:46< Elvish_Pillager> Aethaeryn: I suppose. Once I got used to it I found it extremely elegant though 20110122 22:34:09< Aethaeryn> I don't mind the tables most of the time, I only hate them when it's WML tables that show the weaknesses of WML, again. 20110122 22:34:13< Elvish_Pillager> well, yeah 20110122 22:34:19< Elvish_Pillager> WML suxxorz asszorz 20110122 22:34:23< Aethaeryn> I find myself wishing I could do those straight in Lua 20110122 22:34:34< hagabaka> well since you're sandboxed, you can't use external libraries, and the builtin library also doesn't have things like list.any(function), or does it? 20110122 22:34:53< Elvish_Pillager> what's list.any? 20110122 22:35:23< hagabaka> it would return whether any item in the list passed to the function returns true 20110122 22:35:39< Elvish_Pillager> that's trivial to write... 20110122 22:35:59< Elvish_Pillager> plus, there's no "list" data structure in Lua :) 20110122 22:36:03< hagabaka> sure, but it's not fun to have to write it again and again 20110122 22:36:06< Elvish_Pillager> eh? 20110122 22:36:07< un214> to breach the sandbox, put a 2 into the bitstream 20110122 22:36:13< Elvish_Pillager> If you're writing one add-on, you write it once 20110122 22:36:30< Elvish_Pillager> If you're writing many add-ons, you write your own file full of general-purpose functions and copy it to all your add-ons 20110122 22:37:00< Elvish_Pillager> You're going to want to do that anyway because you'll want to write your own functions to do a lot of Wesnoth-specific things 20110122 22:37:07< hagabaka> yeah...but copying code doesn't help with maintenance 20110122 22:37:20< Elvish_Pillager> true 20110122 22:37:36< hagabaka> it's just one of the commonly provided functions in functional programming languages, like people used to C++ would take for loops for granted 20110122 22:37:58< Elvish_Pillager> I see 20110122 22:38:39< Aethaeryn> well 20110122 22:38:46< Aethaeryn> The add-on system has a dependency system, right? 20110122 22:38:53< Elvish_Pillager> Aethaeryn: No. 20110122 22:38:55< Aethaeryn> Just publish a Lua add-on library 20110122 22:39:15< Elvish_Pillager> Aethaeryn: Unless it's changed, it has a system that's a very shoddy imitation of a dependency system. 20110122 22:39:18< hagabaka> but I'm not sure if it's actually possible to use libraries while sandboxed, maybe as long as the library don't break the sandbox it's fine? I've only written a little lua to configure the browser luakit 20110122 22:39:45< Aethaeryn> Well, if it's in an add-on... 20110122 22:39:58< Aethaeryn> It technically didn't break the sandbox 20110122 22:40:18< Elvish_Pillager> yeah, I will definitely do that once Wesnoth has a real add-on dependency system 20110122 22:41:33< Aethaeryn> Well... 20110122 22:41:39< Elvish_Pillager> IIRC shadowmaster was talking about that last time (but I can't remember whether shadowmaster was saying "yeah, I want to make a real dependency system sometime" or "what a waste of time, I am not doing that") 20110122 22:41:47< Aethaeryn> If you can code you might as well do it yourself. 20110122 22:42:05< Aethaeryn> Odds are you won't like the implementation even if it were made 20110122 22:42:22< Elvish_Pillager> Sure, but odds are they won't accept the implementation if I make it the way I like it. 20110122 22:42:24< Aethaeryn> And hurry up. 20110122 22:42:35< Aethaeryn> I'm going from 1 add-on in 1.8 to about 6-8 in 1.10 20110122 22:42:36< Elvish_Pillager> Plus, the Wesnoth code is pretty kludgy and hard to get into. 20110122 22:42:53-!- un214 [~un214@adsl-75-45-25-77.dsl.scrm01.sbcglobal.net] has quit [Remote host closed the connection] 20110122 22:43:25< hagabaka> I've wanted to write an external addon manager, similar to the campaign_client but doing more 20110122 22:44:20< hagabaka> for example, load the most recent save of an addon, download an addon from a source other than the official server, maybe a server for older versions and automatically trying wmlint on it 20110122 22:44:48< Elvish_Pillager> That's a good idea. Why not incorporate it into the main program instead of making it separate? 20110122 22:44:52< hagabaka> or using a version control repository as a source for an addon 20110122 22:45:18< hagabaka> I can't program in C++ and do these things 20110122 22:45:22< Elvish_Pillager> ah 20110122 22:45:41< Elvish_Pillager> Unfortunately, that wouldn't help my own issue at all 20110122 22:46:21< Elvish_Pillager> specifically, that I want to be able to make downloading one add-on automatically download another on which it depends, without allowing the user to break the system by only downloading the dependent add-on 20110122 22:46:33< Elvish_Pillager> That can't happen without a change to the core game 20110122 22:46:58-!- Unnheulu [~ieuan@cpc1-pnth2-2-0-cust788.5-2.cable.virginmedia.com] has quit [Ping timeout: 255 seconds] 20110122 22:47:30-!- Maedin [~chatzilla@wikipedia/maedin] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 20110122 22:47:36< Aethaeryn> Elvish_Pillager: Yeah, that's a good idea. 20110122 22:47:57< Aethaeryn> Thunderstone Trilogy can't run without Thunderstone Era for instance 20110122 22:48:08< hagabaka> that's another reason why I think features should be implemented as external programs as much as possible. even if someone makes patches to implement it all in C++, it takes a while before developers decide to merge them 20110122 22:49:32< hagabaka> it's still possible to have something like a magic comment, e.g. put "# dependencies: "Thunderstone Era"' in a file in Thunderstone Trilogy, and let the external program handle it 20110122 22:50:10< hagabaka> things like forum-url, svn, developer-homepage too 20110122 22:50:26< Elvish_Pillager> hagabaka: Only if every player ever installs the add-on with the external program. 20110122 22:50:32< hagabaka> yeah 20110122 22:50:49< hagabaka> but if it works and is useful, people will install it 20110122 22:51:14< Elvish_Pillager> you can't possibly get even 50% participation, can you? 20110122 22:53:21< hagabaka> most addons don't use dependencies, and only at most one level of dependency, so it's no big deal 20110122 22:53:49< Elvish_Pillager> the big deal is that most addons don't use dependences BECAUSE no good dependency system exists. 20110122 22:54:03< Elvish_Pillager> For instance, EoHS should *definitely* separate a lot of its functions into a Lua library 20110122 22:54:23< Elvish_Pillager> and the *only* reason it doesn't is because of how easily users would be able to accidentally download only EoHS and not the library add-on. 20110122 22:55:20< hagabaka> well, they currently show a message saying "this addon requires this", and they can just add a line of comment to have automatic depencency installs if the player uses this system, that's still better than waiting for things to get integrated in the game I think 20110122 22:56:07< Elvish_Pillager> It's not better for me at all, because I won't separate my add-ons until I don't lose users by doing so. 20110122 22:56:20< hagabaka> of course the said system isn't implemented either :p but I think it'll be mch easier to do in a scripting language than C++ 20110122 22:56:46-!- Tomsik [~Tomsik@bbp61.neoplus.adsl.tpnet.pl] has joined #wesnoth 20110122 22:57:04< Elvish_Pillager> it's Tomsik! 20110122 22:58:08< Tomsik> hi 20110122 22:58:15< hagabaka> I don't develop addons myself, but i think a common lua library definitely sounds useful 20110122 22:58:19< Tomsik> Yes, it's me! 20110122 22:58:51< hagabaka> if you get other developers to use it, it'll be popular enough so most players will use it too, just like popular UMC eras 20110122 22:59:02-!- amore23 [~chatzilla@99-104-149-74.lightspeed.sndgca.sbcglobal.net] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 20110122 23:04:28-!- Mussious [~kamil@dfv110.neoplus.adsl.tpnet.pl] has quit [Quit: Ex-Chat] 20110122 23:08:05-!- brandFU [~brandFU@p5087EA76.dip.t-dialin.net] has joined #wesnoth 20110122 23:11:55< Aethaeryn> Yeah, but it needs the system first. 20110122 23:13:14-!- Mussious [~kamil@dfv110.neoplus.adsl.tpnet.pl] has joined #wesnoth 20110122 23:16:04-!- Mussious [~kamil@dfv110.neoplus.adsl.tpnet.pl] has quit [Client Quit] 20110122 23:27:48-!- hulavuta [~Justin@172.148.88.184.cfl.res.rr.com] has joined #wesnoth 20110122 23:27:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20110122 23:28:03-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20110122 23:31:58-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 246 seconds] 20110122 23:36:42-!- Mussious_cell [~Mussious_@public-gprs134287.centertel.pl] has joined #wesnoth 20110122 23:37:14-!- matthiaskrgr [~matthiask@Azusa.geekbouncer.co.uk] has joined #wesnoth 20110122 23:39:57-!- Mussious_cell [~Mussious_@public-gprs134287.centertel.pl] has quit [Remote host closed the connection] 20110122 23:54:41-!- matthiaskrgr__ is now known as matthiaskrgr_ 20110122 23:56:27-!- Lcawte [lcawte@Wikimedia/Lcawte] has quit [Quit: Lcawte has left the building.] 20110122 23:57:10-!- Mussious_cell [~Mussious_@public-gprs24372.centertel.pl] has joined #wesnoth 20110122 23:59:36-!- Lcawte [~Lcawte@Wikimedia/Lcawte] has joined #wesnoth --- Log closed Sun Jan 23 00:00:09 2011