--- Log opened Fri May 13 00:00:19 2011 20110513 00:00:22-!- gabba [~gabba@wesnoth/developer/gabba] has left #wesnoth-dev [] 20110513 00:03:16< zaroth> true, the current multiplayer.cpp feels like a bunch of semi-related to each other static functions atm, which on one hand are nicely separated (after all they don't need to call anything external right now, so an encapsulation bonus here), but on the other can't be extended... 20110513 00:04:16< zaroth> but do you think it's good design to move these functions to game.cpp (mentioned bloat problem) 20110513 00:04:39< zaroth> or do it somewhere else? 20110513 00:05:06< Crab_> zaroth: I think that the game.cpp should have less code than now 20110513 00:05:11< fendrin> Crab_: Time to review another patch? 20110513 00:05:19< Crab_> fendrin: noo :) 20110513 00:05:27< Crab_> fendrin: in a few days, yes 20110513 00:05:33< boucman> i'd expose all the internal functions of multiplayer.cpp in multiplayer.hpp, and call them from game.cpp 20110513 00:06:07< fendrin> Crab_: Well, I will just test and commit in that case. 20110513 00:06:08< zaroth> by the way, speaking of patches, I posted the Q's one today 20110513 00:06:22< boucman> and I agree with Crab_: it will be more code at first, but the simplifications (+folding SP in MP) should reduce the quantity of code and (more important) make it way more clear 20110513 00:06:31< Crab_> zaroth: basically, game.cpp runs the game' main loop, but there's not particular reason for it to know about the actual implementation details of what's being done 20110513 00:06:43< zaroth> where do I put request to artists to replace his added (supposedly placeholder) shuffle_sides icon? 20110513 00:07:19< boucman> art contribution foru, I guess... 20110513 00:07:49< boucman> specify that it's a request for official game, since request for user content are not accepted... 20110513 00:08:19-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Quit: :wq] 20110513 00:08:22< Crab_> zaroth: I think that you need to create your own stateful class which will hold the instance of the 'game' (it might get merged somewhere, later) 20110513 00:08:45< Crab_> zaroth: and, after that, move relevant stuff from game.cpp in there, refactoring along the way. 20110513 00:08:59< Crab_> zaroth: you'll need to know what should be loaded at which point 20110513 00:09:29< zaroth> so, basically split the state_ and probably some other things from the game.cpp... 20110513 00:09:46< Crab_> zaroth: yes. and make it explicitly stateful in the process. 20110513 00:09:55< zaroth> I guess I should do it before trying to add my [campaign_metadata] changes, right? 20110513 00:10:04< Crab_> zaroth: at the same time 20110513 00:10:16< Crab_> zaroth: but, before that, there's one more thing 20110513 00:10:32< Crab_> zaroth: remember that hack with 'preload some stuff via external .cfg file' ? 20110513 00:10:45< Crab_> game_config::config_cache::instance().get_config(game_config::path +"/data/low-hack.cfg", tmp2); //ultra hack - mp campaigns <- here 20110513 00:10:47< zaroth> yes, that's what the load_game_cfg() in game.cpp is doeing 20110513 00:10:56< zaroth> doing 20110513 00:11:47< Crab_> I think that, at first, we need to explicitly document the states of the game and the corresponding state of the 'loaded stuff/defines/etc' 20110513 00:13:31< Crab_> for example (simplified), if we say that there are two modes (a) 'list mode' - list of all content without implementation details, if possible, and (b) 'parsed mode' - a mode where a specific group of 'campaign defines' were in effect. 20110513 00:13:31< zaroth> I don't understand the last statement, could you elaborate? 20110513 00:14:17< Crab_> so, in (a) your [campaign_metadata] changes will be loaded (simple scenarios would get default metadata, one way or another) 20110513 00:14:32< Crab_> and in (b), the actual content of 'selected' scenarios would be loaded 20110513 00:14:43< zaroth> so the states would go: (list mode - no defines) -> init screen -> mp_create -> (parsed mode - defines) ? 20110513 00:15:27< Crab_> yes 20110513 00:16:43< Crab_> then, we can say that our "own stateful class which will hold the instance of the 'game'" is a natural place to encapsulate the details of state (b) 20110513 00:17:14< zaroth> about the state changes - you do mean rerunning the whole load_game_cfg() each time, don't you? not some custom function selectively reloading some scenarios? (just to make sure) 20110513 00:17:55< Crab_> the answer depends on the model of interaction you will create 20110513 00:18:37< Crab_> i.e. if you rule that 'different campaigns should not affect each other and should not mess with upstream defines', then you can make code that will be able to load things separately 20110513 00:18:52< Crab_> and you'll need to specify how addons fit in 20110513 00:19:29< Crab_> and answers to questions like 'this game has an era attached, what does this mean in terms of config & defines?' 20110513 00:19:44< Crab_> most of the answers are in the code, I think , but just not written anywhere 20110513 00:19:56-!- Appleman1234 [~Appleman1@emerch3.lnk.telstra.net] has joined #wesnoth-dev 20110513 00:21:28< Crab_> for example, for simplified stuff, it's we enter list mode ->"user clicks on new campaign, selects a campaign, starts it" -> we create the instance of our ' own stateful class which will hold the instance of the 'game' ', and it will be tied to the entire run of the campaign 20110513 00:22:19< Crab_> and when the instance is created, we get to mode (b) wrt the defines specified in the campaign/active addons/eras/etc 20110513 00:23:21< Crab_> important point: to keep the code clean, the instance should not call gui stuff directly, it should somehow 'outsource' the gui calls. 20110513 00:23:56< Crab_> you'll see that some of the code in play*controllers will be moved there, some code from game* will be moved there 20110513 00:24:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 00:24:44< Crab_> another important point: to keep the code clean, the instance should not mess with scenario internals, treating the scenario as a certain black box run by play*controller. 20110513 00:24:46-!- Vorpal [~AnMaster@unaffiliated/anmaster] has quit [Quit: ZNC - http://znc.sourceforge.net] 20110513 00:25:10< zaroth> at least this last one is fairly simple to do as I see it currently... 20110513 00:25:27< Crab_> that's the failure in current play*controllers- it handles both 'what to do after the scenario is over' and 'what to do in scenario' 20110513 00:25:44< zaroth> and the "over" part should be in stateful_game.cpp? 20110513 00:25:49< Crab_> yes 20110513 00:26:15< Crab_> it should really concern itself with the 'flow' from 1 scenario to another, from 1 type of game to another 20110513 00:26:18< Crab_> i.e. from SP to MP 20110513 00:26:38< Crab_> note that you can code it separately without impacting wesnoth's code 20110513 00:27:02-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 00:27:02-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 00:27:02-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 00:27:30< zaroth> from 1 game type to another... 20110513 00:27:33< Crab_> see stuff like ./playcampaign.cpp +470 20110513 00:27:53< Crab_> example code which somehow checks what the next scenario is and does some stuff depending on that 20110513 00:28:13< zaroth> btw, do you have any examples in current code of classes which "outsource" the gui2 stuff? 20110513 00:28:38< boucman> isn't that what multiplayer_create.*pp is for ? 20110513 00:28:41< Crab_> (that world would be a cleaner place if that 'next scenario' code would be factored out) 20110513 00:29:43< zaroth> well, I thought that calling multiplayer_create.*pp is "calling gui stuff directly" 20110513 00:30:14< zaroth> but I guess I was misled because of the line: mp::create ui(disp, game_config, chat, gamelist); 20110513 00:31:03< Crab_> >isn't that what multiplayer_create.*pp is for ? 20110513 00:31:03< Crab_> yes, for one of the tasks 20110513 00:31:03< Crab_> > "calling gui stuff directly" 20110513 00:31:03< Crab_> no, because we are not calling it as gui stuff 20110513 00:31:15< Crab_> we just call something and take the parameters back 20110513 00:31:35< Crab_> we can just receive it as a parameter and call it and get the answer back without knowing if it was gui or not 20110513 00:32:05< Crab_> that ctor takes too much parameters for my taste, of course 20110513 00:32:18< Crab_> i.e. why multiplayer would need to know that to get the parameters we need, say, a display object ? 20110513 00:32:40< Crab_> that's an implementation detail (resources:: will allow to get it anyway) 20110513 00:32:44< zaroth> and something like that is "calling gui stuff directly" (game.cpp)? 20110513 00:33:19< zaroth> gui2::tcampaign_selection dlg(campaigns); dlg.show(disp().video()); campaign_num = dlg.get_choice(); 20110513 00:33:24< zaroth> or not? 20110513 00:33:49< Crab_> no, we're just outsourcing the selection of the campaign 20110513 00:34:01< zaroth> alright, so now I think I got this line :-) 20110513 00:35:05-!- Appleman1234 [~Appleman1@emerch3.lnk.telstra.net] has quit [Ping timeout: 258 seconds] 20110513 00:35:14< zaroth> and I think ctor of mp::create needs disp as an argument is because it's gui1... 20110513 00:35:55< Crab_> resources::screen is free for all to use, both to gui1 and gui2 20110513 00:35:56< Crab_> it's just old code 20110513 00:36:20< CIA-94> espreon * r49495 /trunk/images/misc/shuffle-sides.png: Set svn:mime-type. 20110513 00:36:33< Crab_> zaroth: so, imagine that after each scenario your code is calling a function, telling it about the next scenario metadata, and it will tell you the players for the next scenario and some parameters related to next scenario. 20110513 00:38:08< Crab_> zaroth: like ' the next scenario is 02_Troll_Country.cfg, we have a MP game on server.wesnoth.org, with players A( controls sides 1 and 2),B (controls side 3),C (controls side 4), and xp_modifier is 50%, difficulty is HARD' 20110513 00:38:13< Crab_> zaroth: you really don't care in the game code that that answer was given by showing some GUI dialogs, and letting the players interact 20110513 00:38:33< Crab_> zaroth: and that dialog can be implemented as a between-scenarios screen 20110513 00:39:23< Crab_> the funniest part in the implementation is actually 'how to code it without screwing everything up, and without using branches?' 20110513 00:39:37< zaroth> definitely... 20110513 00:39:52< Crab_> I can suggest a hack for that 20110513 00:40:19< zaroth> I hope to be as resourceful as you one day... I'm all ears :-) 20110513 00:40:39-!- Netsplit *.net <-> *.split quits: yann, loonycyborg 20110513 00:40:42-!- Netsplit *.net <-> *.split quits: esr 20110513 00:41:04< boucman> ok, you guys have fun, i need to get some sleep 20110513 00:41:08< Crab_> boucman: bye 20110513 00:41:14< zaroth> good night boucman 20110513 00:41:15< boucman> i'll read the log and be around tomorow afternoon 20110513 00:41:22-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20110513 00:42:20-!- Netsplit over, joins: yann, loonycyborg, esr 20110513 00:42:20< Crab_> since we take pains to decouple gui, play controllers, and scenario switching code, let's benefit from this : 1) code an entry point (can be a command-line option to wesnoth or a menu item or a hotkey in the main menu, whatever) 20110513 00:42:23< Crab_> 2) make a simple dummy implementation of the 'between-scenario dialog' (gui2 or lua console or hardcoded from wml, whatever) 20110513 00:43:09-!- Shakey [~Shakey@12.190.80.225] has quit [Quit: Default + Kalifate] 20110513 00:43:17< Crab_> 3) hack the play*controllers to have an option to treat the current scenario as single scenario, without doing anything funny like switching to next scenario automatically 20110513 00:44:01< Crab_> then, you'd be able to use your entry point (1) to access (2) where you would select a scenario to play which would be played using (3), after the play you'll be returned to (2). 20110513 00:45:04< Crab_> then, try to duplicate the functionality of current SP campaigns and scenarios in form of different implementations of (2) 20110513 00:45:37< Crab_> for example, in SP campaigns, there are 'simple' rules for selecting next scenario, setting carryover, etc. 20110513 00:45:54< zaroth> the entry point (1) would cause game.cpp to delegate work to a stateful_game, right? 20110513 00:45:59< Crab_> yes 20110513 00:46:06< zaroth> and if it wasn't triggered, it wouldn't happen 20110513 00:46:10< Crab_> yes 20110513 00:46:24< Crab_> then, you can code a c++ 'strategy' class which will simulate that behavior of SP campaigns 20110513 00:46:39< Crab_> then, plug it in as your 'between-scenario dialog' 20110513 00:47:05< Crab_> it doesn't need to be a dialog, of course 20110513 00:47:16< Crab_> since it only has to do its outsourced job. 20110513 00:47:39< Crab_> after that, you'll have your entry point (1) which is able to run any current SP campaign exactly as it is run now. 20110513 00:47:52< Crab_> repeat for MP games 20110513 00:47:53-!- mjs-de [~mjs-de@e182035123.adsl.alicedsl.de] has joined #wesnoth-dev 20110513 00:48:21< Crab_> you'll need to code a 'strategy' which will work for games using a MP server and which will autoselect next scenario exactly as current MP campaigns do 20110513 00:48:39< Crab_> plug it in, you'll have an ability to run an MP game and MP campaigns from your entry point (1) 20110513 00:48:57< Crab_> in it, it will have a place where game is created and parameters are set. 20110513 00:49:14< Crab_> make it possible to plug current lobby / game creation dialog to it 20110513 00:49:56< Crab_> and then, after it will work, you'd be able to switch the backend of campaign selection dialog and of MP dialogs to your new code 20110513 00:50:00< Crab_> and no one should notice 20110513 00:51:02< Crab_> and, after that, you'd be in position to a) finally code your new third implementation of between-scenario strategy which will allow to switch between MP and SP seamlessly (as well as a lot of other fun stuff, depends on what you allow there) 20110513 00:51:44< Crab_> and b) both MP and SP code would use the same backend (based on playmp_controller) 20110513 00:52:19< Crab_> but you'll be able to test your work from the start, since you'll have an entry point 20110513 00:52:26 * zaroth needs to understand the job of *controllers a bit more 20110513 00:52:34< Crab_> they do too much atm 20110513 00:52:39< zaroth> do they draw things on screen? 20110513 00:52:49< Crab_> they ask the code to do it 20110513 00:53:11< zaroth> but it's like it should be, isn't it? 20110513 00:53:14< Crab_> grep for play_slice 20110513 00:53:16< Crab_> it's ok 20110513 00:53:22< Crab_> better leave the controllers as is 20110513 00:53:46< Crab_> just steal those parts of their work which are related to 'after the scenario was won/lost or before it was created' 20110513 00:54:16< Crab_> steal by allowing them to conditionally skip them, and coding the alternate implementations elsewhere 20110513 00:54:33< Crab_> let them draw things and control every aspect *inside* the scenario 20110513 00:54:34< zaroth> mhm 20110513 00:54:41< Crab_> since it's a lot of code which works 20110513 00:54:58< Crab_> you'll have an easier time rewriting out-of-scenario logic 20110513 00:55:39< Crab_> for example, in playsingle_controller, you'll find the in-game turn loop 20110513 00:55:51-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 240 seconds] 20110513 00:56:39< zaroth> and it probably loads the next scenario currently? 20110513 00:57:17< Crab_> (see playsingle_controller::play_turn for that in-game turn loop) 20110513 00:57:47< Crab_> when scenario ends, an exception is throw from inside that loop 20110513 00:58:42< Crab_> do something like grep -Rni catch play*controller.cpp | grep level 20110513 01:03:01< Crab_> and playcampaign.cpp is interesting for that, as well 20110513 01:03:29< Crab_> it has a play_game function which deals with scenario changes, as well 20110513 01:04:01< zaroth> you probably meant end turn exception in case of play_turn, but yeah, I see the pattern 20110513 01:04:20< Crab_> no, I am interested in places which handle between-scenario stuff 20110513 01:04:38< Crab_> so, end_level_exception it is 20110513 01:04:58< Crab_> example: since, when you play turn 5, you can kill enemy leader and end the game with that. 20110513 01:04:59-!- Blueblaze2 [~Blueblaze@adsl-99-171-161-101.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20110513 01:05:12< Crab_> so, end_level_exception comes from playing a turn ) 20110513 01:06:24< Crab_> as I see, playcampaign.cpp +224 (play_game) is most interesting to us in this regard 20110513 01:07:27-!- Blueblaze [~Blueblaze@adsl-99-182-54-202.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 248 seconds] 20110513 01:07:27-!- Blueblaze2 is now known as Blueblaze 20110513 01:07:59< zaroth> wow, the end_level_exception is rethrown 2 times 20110513 01:08:05< Crab_> study it, note the parts related to '// Switch to the next scenario' logic 20110513 01:09:33< Crab_> I think that you'll need to code your version of this function 20110513 01:11:20< Crab_> or refactor it to allow to plug in different strategies for switching to next scenario 20110513 01:11:35< Crab_> (including those strategies which change the IO type) 20110513 01:13:11< Crab_> I'm going to sleep as well, I'll hope you'll have good ideas on what to do with it :) 20110513 01:16:08< zaroth> I'm currently looking at the YogiHH's UML diagram 20110513 01:16:24< zaroth> to get some overview what is done in each class 20110513 01:16:50< zaroth> it's really useful for architecture orientation purposes, I guess I should ask him for source of it 20110513 01:17:19< zaroth> maybe it could get included into documentation in svn 20110513 01:17:55< zaroth> but yes, thanks for all your advice and showing the direction (and even some steps :-) ) 20110513 01:18:40< zaroth> by the way, since you probably programmed a lot of such things: any idea for a name of this stateful_game class? 20110513 01:20:10< Crab_> I don't know. maybe wesnoth_game 20110513 01:22:05< Crab_> or just 'campaign' (if you treat any scenario as a campaign) 20110513 01:22:13< zaroth> does any class have wesnoth in its name? ;-) 20110513 01:22:31< Crab_> no 20110513 01:22:52< zaroth> btw, boucman had some issues regarding my idea of treating any scenario like a campaign 20110513 01:23:07< zaroth> that's why the term [campaign_metadata] was coined, since I agreed to some of them 20110513 01:23:10-!- Appleman1234 [~Appleman1@emerch3.lnk.telstra.net] has joined #wesnoth-dev 20110513 01:23:58< Crab_> internally the code already treats any scenario as a campaign 20110513 01:24:13< anonymissimus> Crab_: there are some action tags for which it doesnt make sense to change default side=1 to all sides, e.g. capture_village 20110513 01:24:14< Crab_> not in the usual sense of the word campaign 20110513 01:24:34< zaroth> but in the sense of having next_scenario=, yes 20110513 01:24:35< Crab_> anonymissimus: yes, you're right. I've seen this tag 20110513 01:24:51< Crab_> zaroth: in a sense of having while {} in play_game in playcampaign.cpp 20110513 01:25:33< anonymissimus> so what do we do with them, nothing ? 20110513 01:26:13< Crab_> zaroth: we just need to ensure that the user-visible interface is ok and doesn't require more than 1-2 lines per scenario to get right 20110513 01:26:39< Crab_> (0 is even better) 20110513 01:27:48< Crab_> anonymissimus: document it as a special case. 20110513 01:28:23< zaroth> Crab_: part of what boucman pointed out is that individual scenarios really probably don't need neither define= nor extra_defines= part, since it's meant for unlocking stuff in preload 20110513 01:28:24< Crab_> anonymissimus: treat is 'grant control of specified villages to the first side which matches the side filter' 20110513 01:28:53< Crab_> zaroth: it is a good habit to have, since it will decrease load time. but it's not required in any way 20110513 01:29:10< anonymissimus> in case of e.g. [store_gold] theres also the problem that we'd need an array instead of a scalar wml variable; that change cant be done without breaking umc 20110513 01:29:11< Crab_> zaroth: since if you need 0 defines to load a scenario, after you add those 0 defines, you'll load it fine. 20110513 01:29:39< Crab_> zaroth: but it might have difficulty levels 20110513 01:29:52< Crab_> zaroth: in that case, it needs a define. so it's author's choice there. 20110513 01:30:07< Crab_> zaroth: or an era might have difficulty levels 20110513 01:30:15< zaroth> Crab_: as in different difficulties per-scenario? 20110513 01:30:19< Crab_> zaroth: yes 20110513 01:30:44< Crab_> zaroth: so, I'd just say 'do not require it, but document the things which require the define' 20110513 01:31:35< zaroth> now I'm confused again... 20110513 01:31:36< Crab_> anonymissimus: note that with ''grant control of specified villages to the first side which matches the side filter', the [capture_village] will work just fine with 'all sides' in a filter, since the first side is 1 20110513 01:32:03< Crab_> anonymissimus: so the special case is not that default, is the fact that only the first matching side is chosen since we have 1 owner per village 20110513 01:32:08< anonymissimus> and what if no side matches ? 20110513 01:32:25< Crab_> anonymissimus: side=0 behavior, I'd say 20110513 01:32:31< zaroth> well, I know that WML is to be made working after engine changes and has lower priority, but it would be still nice to know how it is going to look like nonetheless 20110513 01:32:43< Crab_> anonymissimus: that is, return the village to neutral 20110513 01:32:48< zaroth> so maybe let's discuss it again once boucman and you are back online :-) 20110513 01:32:56< Crab_> zaroth: ok 20110513 01:33:12< Crab_> zaroth: I was talking about the fact that define is not required with our architecture 20110513 01:33:21< Crab_> we can use it, but we do not require it 20110513 01:33:32< Crab_> there are just some things which don't work without it. 20110513 01:33:34< zaroth> right now, I'll read up on strategy pattern, study up the code again and start trying to implement (1), (2) and (3)... 20110513 01:33:47< zaroth> good night :-) 20110513 01:33:59< Crab_> zaroth: note that play_turn is an implementation of (2) 20110513 01:34:12< Crab_> zaroth: more strictly, it has one inside 20110513 01:34:37< zaroth> play turn is an implementation of between scenarios thingy? 20110513 01:34:45< Crab_> zaroth: yes, and more than that. 20110513 01:34:46< zaroth> I must have missed that, will read again :-) 20110513 01:35:02< Crab_> oops, sorry 20110513 01:35:08< Crab_> I was about play_game 20110513 01:35:19< Crab_> that one in playcampaign.cpp 20110513 01:35:30< zaroth> ah, with this one I agree 20110513 01:35:31< Crab_> zaroth: but if the scenario is not using those things that require the define, it will work without it, as well 20110513 01:36:14< Crab_> zaroth: you'd only need to generate a metadata block by default. 20110513 01:38:36< zaroth> well, thanks for your time again, I'll be here tomorrow starting in afternoon as well 20110513 01:38:47-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20110513 01:41:28-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110513 01:42:17-!- Appleman1234 [~Appleman1@emerch3.lnk.telstra.net] has quit [Ping timeout: 250 seconds] 20110513 01:42:34-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20110513 01:55:53-!- mjs-de [~mjs-de@e182035123.adsl.alicedsl.de] has quit [Remote host closed the connection] 20110513 01:58:19< CIA-94> espreon * r49496 /trunk/ (19 files in 18 dirs): Updated the Spanish translation. 20110513 02:06:34-!- SpoOkyMagician [~chatzilla@74-138-202-211.dhcp.insightbb.com] has joined #wesnoth-dev 20110513 02:20:01-!- SpoOkyMagician [~chatzilla@74-138-202-211.dhcp.insightbb.com] has quit [Quit: idk...] 20110513 02:20:02-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20110513 02:22:57-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 02:22:57-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 02:22:57-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 02:23:42-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20110513 02:45:27-!- anonymissimus [~chatzilla@HSI-KBW-095-208-006-134.hsi5.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.86.1 [Firefox 3.6.2/20100316074819]] 20110513 02:52:40-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has left #wesnoth-dev [] 20110513 02:54:57< CIA-94> anonymissimus * r49497 /trunk/ (changelog data/lua/wml-tags.lua): 20110513 02:54:58< CIA-94> Converted [chat] to use new side filter syntax. 20110513 02:54:58< CIA-94> For this one it's easy since the default was already "all sides". Adds support for inline SSF. 20110513 03:05:53< Gambit> Cool beans. 20110513 03:06:31< Gambit> Though I never understood the importance of legume temperature. 20110513 03:32:52-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 03:37:44-!- fabi [~fabi@88-134-60-194-dynip.superkabel.de] has joined #wesnoth-dev 20110513 03:41:47-!- fendrin [~fabi@88-134-60-194-dynip.superkabel.de] has quit [Ping timeout: 276 seconds] 20110513 03:41:54-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20110513 04:04:54-!- un214 [~un214@adsl-75-45-20-64.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20110513 04:08:47-!- Ivanovic_ [~ivanovic@dtmd-4db2a340.pool.mediaWays.net] has joined #wesnoth-dev 20110513 04:11:28-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 248 seconds] --- Log opened Fri May 13 04:23:49 2011 20110513 04:23:59-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20110513 04:23:59-!- Topic for #wesnoth-dev: released 1.8.6, announcing "soon" | 210 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110513 04:23:59-!- Topic set by Ivanovic [~ivanovic@wesnoth/developer/ivanovic] [Thu May 12 13:43:57 2011] 20110513 04:23:59[Users #wesnoth-dev] 20110513 04:23:59[ Aeth ] [ elias ] [ isaac ] [ shadowm_laptop] 20110513 04:23:59[ Aethaeryn ] [ Elvish_Pillager] [ Ivanovic ] [ shadowmaster ] 20110513 04:23:59[ AI0867 ] [ erl ] [ iwaim_ ] [ shikadibot ] 20110513 04:23:59[ Alarantalara ] [ Espreon ] [ iwaim___ ] [ Smar ] 20110513 04:23:59[ apoi ] [ esr ] [ janebot ] [ Tigge ] 20110513 04:23:59[ beetlenaut ] [ fabi ] [ knotwork_] [ un214 ] 20110513 04:23:59[ Blueblaze ] [ fstltna-1 ] [ lobby ] [ vcap ] 20110513 04:23:59[ CIA-94 ] [ Gambit ] [ LordNasty] [ wesbot ] 20110513 04:23:59[ cjhopman ] [ Greywhind ] [ mcsmash ] [ yann ] 20110513 04:23:59[ crimson_penguin] [ happygrue ] [ noy ] [ zaroth ] 20110513 04:23:59[ dansan ] [ Ingmar ] [ Rhonda ] [ {V} ] 20110513 04:23:59-!- Irssi: #wesnoth-dev: Total of 44 nicks [0 ops, 0 halfops, 0 voices, 44 normal] 20110513 04:24:06-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20110513 04:24:23-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20110513 04:25:17-!- Irssi: Join to #wesnoth-dev was synced in 86 secs 20110513 04:45:35-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20110513 05:05:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20110513 05:07:31-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110513 05:23:27-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has left #wesnoth-dev [] 20110513 05:26:50-!- dtiger [~dtiger@dynamic-vpdn-93-125-17-115.telecom.by] has joined #wesnoth-dev 20110513 05:55:10-!- iwaim_ [~iwaim@rasteenie.alib.jp] has quit [Ping timeout: 258 seconds] 20110513 05:55:31-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-dev 20110513 06:00:03-!- Gambit [~Gambit@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20110513 06:31:42-!- un214 [~un214@adsl-75-45-20-64.dsl.scrm01.sbcglobal.net] has quit [Remote host closed the connection] 20110513 06:35:32-!- dtiger [~dtiger@dynamic-vpdn-93-125-17-115.telecom.by] has quit [Remote host closed the connection] 20110513 06:41:07-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20110513 07:12:50-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has quit [Ping timeout: 276 seconds] 20110513 07:32:11-!- wesbot changed the topic of #wesnoth-dev to: released 1.8.6, announcing "soon" | 211 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110513 08:00:48-!- timotei [~timotei@193.34.190.70] has joined #wesnoth-dev 20110513 08:00:48-!- timotei [~timotei@193.34.190.70] has quit [Changing host] 20110513 08:00:48-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20110513 08:01:45-!- beetlenaut [~dan@174.32.63.204] has quit [Read error: Connection reset by peer] 20110513 08:02:12-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110513 08:18:34-!- BfWEthnographer [~BfWEthnog@host183-39-dynamic.251-95-r.retail.telecomitalia.it] has joined #wesnoth-dev 20110513 08:20:26-!- Blueblaze [~Blueblaze@adsl-99-171-161-101.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110513 08:21:59-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 258 seconds] 20110513 08:22:27-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Ping timeout: 252 seconds] 20110513 08:23:53-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has joined #wesnoth-dev 20110513 08:23:53-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has quit [Changing host] 20110513 08:23:53-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110513 08:24:26-!- Upth [~ogmar@c-76-105-37-245.hsd1.ca.comcast.net] has joined #wesnoth-dev 20110513 08:24:26-!- Upth is now known as Upthorn 20110513 08:29:22< Rhonda> http://cia.vc/ - "Most active projects today" #2: wesnoth-umc-dev 20110513 08:29:51< timotei> nice 20110513 08:31:37-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Ping timeout: 252 seconds] 20110513 08:32:21-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110513 09:01:57-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Quit: SIGKILL] 20110513 09:04:40-!- Upthorn [~ogmar@c-76-105-37-245.hsd1.ca.comcast.net] has quit [Ping timeout: 260 seconds] 20110513 09:12:35-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Read error: Operation timed out] 20110513 09:13:17-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has joined #wesnoth-dev 20110513 09:13:17-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has quit [Changing host] 20110513 09:13:17-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110513 09:13:25-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Read error: Connection reset by peer] 20110513 09:15:37-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110513 09:36:37-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Read error: Operation timed out] 20110513 09:50:43-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20110513 10:23:15-!- Ivanovic [~ivanovic@dtmd-4db2a340.pool.mediaWays.net] has quit [Changing host] 20110513 10:23:15-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20110513 10:24:38< Ivanovic> moin 20110513 10:26:28< shadowmaster> Ivanovic: when do you plan to announce 1.8.6?[5~[5~[5~ 20110513 10:26:48< Ivanovic> is the OSX binary already online? 20110513 10:27:44< shadowmaster> I guess not. 20110513 10:27:57< Ivanovic> oh, wait, i see something 20110513 10:28:02< Ivanovic> looks like it is uploaded 20110513 10:29:16< Ivanovic> since it is online i plan to announce in "some hours" 20110513 10:30:57< Rhonda> That puts preassure on me that I will have to do the usb stick transfer of my build! 20110513 10:36:42-!- jiero [~jie@115-64-43-246.static.tpgi.com.au] has joined #wesnoth-dev 20110513 10:48:37-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20110513 10:53:25-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 10:53:25-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 10:53:25-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 11:01:52-!- DragonSky [~DragonSky@c114-77-137-67.fitzg3.qld.optusnet.com.au] has joined #wesnoth-dev 20110513 11:05:05-!- DragonSky [~DragonSky@c114-77-137-67.fitzg3.qld.optusnet.com.au] has quit [Client Quit] 20110513 11:16:33-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20110513 11:49:19-!- mjs-de [~mjs-de@g224185017.adsl.alicedsl.de] has joined #wesnoth-dev 20110513 11:59:15-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110513 12:07:18-!- loonybot [~loonybot@ppp109-252-64-191.pppoe.spdop.ru] has joined #wesnoth-dev 20110513 12:07:18-!- loonybot [~loonybot@ppp109-252-64-191.pppoe.spdop.ru] has quit [Changing host] 20110513 12:07:18-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20110513 12:07:52-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20110513 12:26:57-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 12:30:31-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 12:30:31-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 12:30:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 12:45:50-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 276 seconds] 20110513 12:46:47-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20110513 12:46:56-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20110513 12:52:36< Ivanovic> zaroth: have you already created the windows patch for 1.8.x to 1.8.6? 20110513 13:14:04-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20110513 13:17:36-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20110513 13:22:12-!- mjs-de [~mjs-de@g224185017.adsl.alicedsl.de] has quit [Remote host closed the connection] 20110513 13:23:41< CIA-94> fendrin * r49498 /trunk/ (5 files in 3 dirs): (log message trimmed) 20110513 13:23:41< CIA-94> Ported the [allow_recruit] tag to lua and removed the c++ implementation. 20110513 13:23:41< CIA-94> Create an accessor for the help systems known units list for the lua coder. 20110513 13:24:06< fabi> Crab_: ^ 20110513 13:24:14< Crab_> I see 20110513 13:25:22-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20110513 13:43:10-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20110513 13:52:50-!- Nephro [~1006031k@bo720-3-01.dcs.gla.ac.uk] has joined #wesnoth-dev 20110513 14:00:35-!- Gambit [~Gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20110513 14:08:42-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20110513 14:09:10-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20110513 14:18:19-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20110513 14:24:29-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 260 seconds] 20110513 14:29:23-!- Nephro [~1006031k@bo720-3-01.dcs.gla.ac.uk] has quit [Remote host closed the connection] 20110513 14:36:22-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20110513 14:57:54-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has left #wesnoth-dev [] 20110513 14:59:15-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20110513 15:18:22-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 246 seconds] 20110513 15:26:52-!- Elvish_Pillager [~eli@dhip-164.foss.residences.colby.edu] has joined #wesnoth-dev 20110513 15:41:52-!- Crendgrim [~crend@77-22-173-219-dynip.superkabel.de] has joined #wesnoth-dev 20110513 15:45:54-!- Gambit is now known as Elvish_Rocklobbe 20110513 15:46:21-!- Elvish_Rocklobbe is now known as Elvish_Whelp 20110513 15:46:36-!- Cookiee is now known as Elvish_Enchantre 20110513 15:46:41-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev 20110513 15:47:04-!- Elvish_Enchantre is now known as Elvish_Pillagers 20110513 15:47:15-!- Crendgrim is now known as Elvish 20110513 15:47:22-!- Elvish_Pillagers is now known as Elvish_Rocklobbe 20110513 15:47:26-!- Elvish is now known as Crendgrim 20110513 15:47:59-!- Elvish_Rocklobbe is now known as Cookiee 20110513 15:50:34-!- Elvish_Whelp is now known as Gambit 20110513 15:50:44-!- jiero [~jie@115-64-43-246.static.tpgi.com.au] has quit [Ping timeout: 250 seconds] 20110513 15:51:31-!- jiero [~jie@115-64-43-246.static.tpgi.com.au] has joined #wesnoth-dev 20110513 15:59:00-!- timotei [~timotei@193.34.190.70] has joined #wesnoth-dev 20110513 15:59:00-!- timotei [~timotei@193.34.190.70] has quit [Changing host] 20110513 15:59:00-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20110513 16:01:58-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 16:04:49-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 16:04:49-!- stikonas [~and@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 16:04:49-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 16:13:26-!- Vorpal [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20110513 16:18:30-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has joined #wesnoth-dev 20110513 16:18:30-!- cjhopman [~chris@24-183-40-128.dhcp.mdsn.wi.charter.com] has quit [Changing host] 20110513 16:18:30-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110513 16:22:55 * boucman is back 20110513 16:25:54< fabi> hi boucman 20110513 16:26:17< fabi> boucman: Would you take the time and review my latest commit, please? 20110513 16:26:31-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 16:26:37-!- Shakey [~Shakey@12.190.80.225] has joined #wesnoth-dev 20110513 16:26:49< boucman> fabi: url ? 20110513 16:27:06< fabi> wesbot: r49489 20110513 16:27:18< fabi> shikadibot: r49489 20110513 16:27:31< fabi> I will never learn that. 20110513 16:27:47< boucman> fabi 20110513 16:27:53< boucman> later i'm going to have my inet cut 20110513 16:28:23< timotei> wesbot: log 49489 20110513 16:28:25< wesbot> ivanovic * r49489 : post release version bump to 1.8.6+svn 20110513 16:28:25< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=49489 20110513 16:28:25< timotei> wesbot: log 49489 ? 20110513 16:28:29< timotei> fabi: ^ 20110513 16:28:39< fabi> timotei: thanks 20110513 16:28:44< timotei> fabi: you're welcome 20110513 16:28:45-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20110513 16:28:59-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 16:28:59-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 16:28:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 16:29:18< fabi> wesbot: log r49498 ? 20110513 16:29:23< fabi> wesbot: log 49498 ? 20110513 16:30:08< fabi> http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=49498 20110513 16:30:17< {V}> fabi without a question mark 20110513 16:30:27< fabi> boucman: ^ 20110513 16:30:46< fabi> {V}: I am not compatible with bots :-( 20110513 16:33:15< {V}> (just tested it in a private conversation with wesbot; it also doesn't accept a space after the number) 20110513 16:44:24< boucman> looking 20110513 16:47:33< boucman> fabi: looks good 20110513 16:47:53< boucman> i'm not very proficient at lua, though, but I couldn't spot anything bad there 20110513 16:52:22< fabi> boucman: Thank you. I will add a changelog entry and edit the wiki wml reference and call the thing done. 20110513 16:53:03-!- anonymissimus [~chatzilla@HSI-KBW-095-208-006-134.hsi5.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20110513 16:53:09< fabi> hi anonymissimus 20110513 16:53:45< fabi> anonymissimus: Did the commit for the extra_recruit lua stuff. 20110513 16:53:49< anonymissimus> fabi: hi; first, you please split up such a patch into single revisions or I#ll veto it next time 20110513 16:54:18< anonymissimus> a single revision for each tag you move to lua or implement please, thats much easier to track 20110513 16:54:30< anonymissimus> and for the accessors too 20110513 16:55:40< anonymissimus> indentation style in wml-tags.lua is tabs, you somehow missed that ? 20110513 16:57:29< fabi> anonymissimus: No, I was aware of the different indentation. 20110513 16:57:59< fabi> I thought it was enforced by wmllint and would be corrected automatically. 20110513 16:58:10< fabi> But right, this file is a pure lua file. 20110513 16:58:12< anonymissimus> no there nothign enforced 20110513 16:58:19< fabi> I am going to correct it. 20110513 16:58:29-!- mjs-de [~mjs-de@g224185017.adsl.alicedsl.de] has joined #wesnoth-dev 20110513 16:58:38< fabi> Must first get how to tell emacs the indention style. 20110513 16:58:53< anonymissimus> please uniform identation, like you do for C++, and tabs 20110513 16:59:16< anonymissimus> emacs lua mode doesnt do very well for me, just to say ;) 20110513 16:59:35< fabi> what do you prefer? 20110513 16:59:47< anonymissimus> i use scintilla for lua 20110513 17:00:02< anonymissimus> currently, until I may find a better editor 20110513 17:00:13< fabi> Note that I managed to handle the comma separated attribute and made it accessible. 20110513 17:00:15< anonymissimus> that ones availabe for linux too 20110513 17:00:46< anonymissimus> yes, as a whole table; it's ok I think 20110513 17:02:25< fabi> anonymissimus: Please tell me the exact definition of how the indentation works? 20110513 17:02:40< fabi> two tabs per indent? 20110513 17:03:51< anonymissimus> 1 i think 20110513 17:04:11< anonymissimus> never wondered about it, it just seemed to fit 20110513 17:07:33-!- mjs-de [~mjs-de@g224185017.adsl.alicedsl.de] has quit [Remote host closed the connection] 20110513 17:10:53-!- Filar [~kamil@dfy69.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20110513 17:14:43< anonymissimus> I' appreciate it btw if you'd fix all your LoW bugs before implementing such tags btw :P 20110513 17:20:53< fabi> anonymissimus: Do you know of bugs that are not assigned to me? Because my list is empty there. Two in "ready for test" one postponed. 20110513 17:21:21-!- Filar [~kamil@dfy69.neoplus.adsl.tpnet.pl] has quit [Quit: Ex-Chat] 20110513 17:24:33-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20110513 17:25:52-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Remote host closed the connection] 20110513 17:34:42-!- Sytyi [~chatzilla@31-232-133-95.pool.ukrtel.net] has joined #wesnoth-dev 20110513 17:46:12-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Remote host closed the connection] 20110513 17:46:40< anonymissimus> fabi: commit the indentation correction for wml-tags.lua ASAP pls 20110513 17:52:39< fabi> anonymissimus: why? 20110513 17:54:27< anonymissimus> can't the lua setter for extra_recruit be made so that the complete set is filled and then passed to the unit ? then you would only need to call ai::manager::raise_recruit_list_changed(); once 20110513 17:55:05< anonymissimus> fabi: since I dont want to do it for you and would like to look at those tags 20110513 17:57:05< fabi> I am currently stuck here. Configuring emacs is not so easy, eclipse does not support lua and I can't find the scintilla package in my distro. 20110513 17:57:54< fabi> Let's see if some kde tool can ident lua. 20110513 18:01:55< anonymissimus> let me know if you find a way to configure indentation in emacs lua mode; I did search for it too (and was actually a major reason for not using emacs for that language) 20110513 18:02:56< anonymissimus> scintilla is possibly also named scite 20110513 18:03:16< anonymissimus> or SciTe or something 20110513 18:06:52< anonymissimus> in :inspect, the attribute is still named unit_recruit 20110513 18:07:51< Gambit> fabi: KATE 20110513 18:07:56< Gambit> For every language. Ever. 20110513 18:07:57< Gambit> Always. 20110513 18:08:18< fabi> Gambit: I tried kate. 20110513 18:08:20< Gambit> (Including WML in the latest versions) 20110513 18:08:29< fabi> Gambit: It does not do well. 20110513 18:08:39< fabi> Gambit: It makes spaces instead of tabs. 20110513 18:08:50< Gambit> You can set that in the preferences. 20110513 18:08:56< fabi> Gambit: Where? 20110513 18:09:50< Gambit> settings->configure kate->editing->indentation 20110513 18:11:10< fabi> Gambit: Thanks, found it. Does kate support auto identation? 20110513 18:11:17< fabi> indentation 20110513 18:11:22< anonymissimus> fabi: and here's your first bug: 20110513 18:11:23< Gambit> Only in the process of writing the code. 20110513 18:11:24< anonymissimus> wesnoth.put_unit({ type = "Troll", x = 41, y = 6, unit_recruit = "Trol", canrecruit = true }) 20110513 18:11:29< Gambit> I don't think it'll fix it after the fact. 20110513 18:11:32< anonymissimus> this causes the recruti dialog to fail 20110513 18:11:42< Gambit> However entire segments of code can be selected and indented at once. 20110513 18:11:55< anonymissimus> since you seem to not check whether "Trol" is a valid type 20110513 18:12:03< anonymissimus> when I try to recruti with that unit 20110513 18:16:45< CIA-94> fendrin * r49499 /trunk/data/lua/wml-tags.lua: Corrected Indentation. 20110513 18:17:52< anonymissimus> I'm a bit upset about this 20110513 18:18:10< anonymissimus> I did tell you that there should be a check whether the unit type is allowed 20110513 18:18:35< anonymissimus> but you submit a patch which seems to be rather a work in progress :( 20110513 18:21:15< anonymissimus> when one trys to create a unit with an unknown type, there is a game error 20110513 18:23:05< anonymissimus> so i suggest to locate that code, look how it checks, and write a type-checking function (or reference it, if there is one) and check for the type in wesnoth.add_known_unit and the lua setter 20110513 18:24:27-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-215.telecom.by] has joined #wesnoth-dev 20110513 18:24:45< anonymissimus> there must be some data structure holding the unit types known to the engine (look at the part where the wesnoth.unit_types table is created); so it should be possible to iterate over that, and if the passed type isn't contained, call an argument error, in any case 20110513 18:25:41< fabi> yes, sounds like a good plan. 20110513 18:36:35-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110513 18:39:20-!- knotwork_ [~markm@unaffiliated/knotwork] has quit [Read error: Connection reset by peer] 20110513 18:39:58-!- knotwork_ [~markm@142.177.234.23] has joined #wesnoth-dev 20110513 18:39:58-!- knotwork_ [~markm@142.177.234.23] has quit [Changing host] 20110513 18:39:58-!- knotwork_ [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20110513 18:39:58-!- knotwork_ [~markm@unaffiliated/knotwork] has quit [Read error: Connection reset by peer] 20110513 18:40:03-!- Grimling [~FKint@91.181.174.148] has joined #wesnoth-dev 20110513 18:45:43< fabi> How do I open the ingame lua commandline? 20110513 18:46:15< anonymissimus> :lua 20110513 18:46:29< anonymissimus> and in debug mode afaik 20110513 18:46:37< anonymissimus> you need to be 20110513 18:49:50< zaroth> Ivanovic: no, I haven't, I wanted to improve the creation script a bit first and solve problems reported in the forum topic 20110513 18:50:02< zaroth> I can try to do it today, however, it shouldn't be too much work :-) 20110513 18:51:03-!- melinath [~anonymous@ip-168-50.main.oberlin.edu] has joined #wesnoth-dev 20110513 18:51:05-!- BfWEthnographer [~BfWEthnog@host183-39-dynamic.251-95-r.retail.telecomitalia.it] has quit [Read error: Connection reset by peer] 20110513 18:51:20-!- BfWEthnographer [~BfWEthnog@host183-39-dynamic.251-95-r.retail.telecomitalia.it] has joined #wesnoth-dev 20110513 18:53:26< fabi> anonymissimus: Shouldn't I better catch invalid units at the unit c++ class level and warn from there? 20110513 18:58:21< CIA-94> anonymissimus * r49500 /trunk/data/lua/wml-tags.lua: added SSF to [store_gold] 20110513 18:58:39< CIA-94> anonymissimus * r49501 /trunk/data/lua/wml-tags.lua: 20110513 18:58:39< CIA-94> removed unused local function get_team 20110513 18:58:39< CIA-94> All of the side-taking lua tags have now a SSF, except for capture_village for which I yet don't have a good idea how to deal with. 20110513 18:58:40< anonymissimus> well, at least you should do it 20110513 18:58:44< anonymissimus> somewhere 20110513 18:58:57< anonymissimus> what I got was that the recruti dialog doesnt open 20110513 19:00:33< anonymissimus> how does the [side]recruit= behave in that case ? there's a wmllint check for it so it happens very little 20110513 19:01:56< anonymissimus> zaroth: one question for you: I noticed that the mp loading code seems to have changed in such a way that there is now always at least one side while previously for no sides in the scenario there was an error message; is that the way to go ? 20110513 19:02:20-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20110513 19:02:53< zaroth> anonymissimus: didn't I discuss it with you before? 20110513 19:02:53< anonymissimus> specifically, playcontroller::teams_ could be empty leading to a crash, so that can no lober happen ? 20110513 19:03:07< anonymissimus> dont think so 20110513 19:03:09< zaroth> or was it with someone else? 20110513 19:04:44< anonymissimus> if that variable will be guaranteed to be not empty I can close a bug assgined to me ;) 20110513 19:08:07< zaroth> hmm, grepping logs didn't help me find that discussion and I don't remember took place 20110513 19:08:39< zaroth> but my standpoint is that scenarios with no sides make no sense and we should make it necessary to specify at least one side 20110513 19:09:25< zaroth> finding story-only scenarios who use some kind of hack to avoid doing it (probably end_level in prestart event) could be easily found and a dummy side added there 20110513 19:10:22< zaroth> s/remember took/remember where it took/ 20110513 19:15:30< CIA-94> anonymissimus * r49502 /trunk/changelog: missing changelog entry 20110513 19:18:19< anonymissimus> zaroth: I did search for such svenarios recently among all mainline camapigns, the list is here: http://gna.org/bugs/index.php?18106 20110513 19:18:55< anonymissimus> ok, that's my point too; so I guess you check for this in the loading code and throw an error 20110513 19:19:05< anonymissimus> if there's no sides 20110513 19:19:17< anonymissimus> or alternatively insert a dummy side 20110513 19:19:32< anonymissimus> (in C++ in mean) 20110513 19:26:19-!- vcap_ [~vcap@AReims-551-1-117-69.w82-127.abo.wanadoo.fr] has joined #wesnoth-dev 20110513 19:26:32< zaroth> I would prefer the first option (throwing an error), since I follow Python's philosophy (explicit is better than implicit) 20110513 19:26:47< anonymissimus> yes, then do that 20110513 19:27:19< anonymissimus> imho i also prefer throwing some more errors and thereby forcing a correct syntax upon the wml author 20110513 19:29:30-!- vcap [~vcap@AReims-551-1-86-168.w92-155.abo.wanadoo.fr] has quit [Disconnected by services] 20110513 19:29:40-!- vcap_ is now known as vcap 20110513 19:30:31-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has joined #wesnoth-dev 20110513 19:43:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 19:43:54< zaroth> anonymissimus: but didn't you already do that in that revision? http://goo.gl/nKvjg 20110513 19:44:56< anonymissimus> yes; I reverted it since it was 1d before 1.9.6 and broke lots of scenarios 20110513 19:45:19< anonymissimus> it should be done in your loading code probably 20110513 19:45:26< anonymissimus> not at that spot 20110513 19:51:09-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 20:05:09< boucman> and back 20110513 20:06:35< zaroth> anonymissimus: since it may take me a while to get to the point in the new code when this fix'll be relevant, I will reassign the bug on gna to me 20110513 20:07:08-!- zaroth is now known as zarothhe 20110513 20:07:14-!- zarothhe is now known as zaroth 20110513 20:07:16< zaroth> hello boucman 20110513 20:07:24< anonymissimus> ok, thx zaroth 20110513 20:07:51< anonymissimus> I dont like bugs assigned to me which aren't fxed or invalid or wont fis :) 20110513 20:08:03< boucman> my switching from DSL to FTTH was very advanturous... and unsuccessfull :P 20110513 20:09:06< Ivanovic> 1.8.6 forum announcement: http://forums.wesnoth.org/viewtopic.php?f=5&t=33843 20110513 20:13:46< boucman> zaroth: my main point was that scenario_metadata wasn't really a good name since it wasn't related to scenario but to campaign 20110513 20:13:51< boucman> thus the renamint 20110513 20:13:54< boucman> /t/g 20110513 20:17:21-!- BfWEthnographer [~BfWEthnog@host183-39-dynamic.251-95-r.retail.telecomitalia.it] has quit [Ping timeout: 248 seconds] 20110513 20:21:07< Ivanovic> updated the frontpage, too 20110513 20:21:14-!- Ivanovic changed the topic of #wesnoth-dev to: 211 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110513 20:25:25-!- Upth [~ogmar@c-76-105-37-245.hsd1.ca.comcast.net] has joined #wesnoth-dev 20110513 20:25:26-!- Upth is now known as Upthorn 20110513 20:29:31-!- eoc- [bouncer@syngo.info] has joined #wesnoth-dev 20110513 20:29:42-!- eoc- is now known as eoc 20110513 20:31:12-!- Sytyi_ [~chatzilla@31-232-133-95.pool.ukrtel.net] has joined #wesnoth-dev 20110513 20:31:12-!- Sytyi [~chatzilla@31-232-133-95.pool.ukrtel.net] has quit [Read error: Connection reset by peer] 20110513 20:31:13-!- Sytyi_ is now known as Sytyi 20110513 20:31:21-!- Sytyi [~chatzilla@31-232-133-95.pool.ukrtel.net] has quit [Client Quit] 20110513 20:35:25< CIA-94> zaroth * r49503 /trunk/data/campaigns/test_campaign/ (_main.cfg scenarios/01_Grass.cfg): changed ambiguous test campaign define to a more specific one 20110513 20:37:15< anonymissimus> zaroth: change the name too 20110513 20:37:47-!- mcsmash [mcsmash@firefly.cat.pdx.edu] has left #wesnoth-dev [] 20110513 20:38:01< anonymissimus> that is, the [campaign_metadata]id= one 20110513 20:38:03< anonymissimus> pls 20110513 20:38:51< CIA-94> zaroth * r49504 /trunk/data/campaigns/test_campaign/_main.cfg: changed name and id of the test campaign too 20110513 20:48:59< zaroth> boucman: did you finish reading the discussion? 20110513 20:49:02< zaroth> any thoughts? 20110513 20:51:20< boucman> yes i did 20110513 20:51:38< boucman> not much to add to what Crab_ said though 20110513 20:52:09< boucman> his three layer approch makes sense, and whatever way we attack, we have to break down the current structure before we move forward 20110513 21:01:30-!- Sytyi [~chatzilla@31-232-133-95.pool.ukrtel.net] has joined #wesnoth-dev 20110513 21:02:04-!- MeccaGod [~majs@h14n4fls31o279.telia.com] has quit [] 20110513 21:04:44< fabi> anonymissimus: I have found a solution to the bug. 20110513 21:10:08< anonymissimus> fabi: look at intf_transform_unit 20110513 21:10:15< fabi> anonymissimus: This will result in a game_error: Unknown unit type 'Trol' in extra_recruit attribute. Directly at the call, no unit is created. That is what you want? 20110513 21:10:51< anonymissimus> fabi: I'll include that check in the lua functions 20110513 21:11:08< anonymissimus> it's 2 lines 20110513 21:12:21< anonymissimus> however, a check for [unit]extra_recruit= is needed still 20110513 21:13:36< fabi> well, my patch is ready. 20110513 21:14:55< CIA-94> fendrin * r49505 /trunk/src/unit.cpp: Check for valid unit types in the extra_recruit attribute and when modifying the list. 20110513 21:19:59< CIA-94> fendrin * r49506 /trunk/src/unit.cpp: code cleanups + 2 bugs fixed regarding the correct unit type written to the output. 20110513 21:20:25< fabi> anonymissimus: This will prevent a unit with a invalid extra_recruit list. 20110513 21:31:22-!- jiero [~jie@115-64-43-246.static.tpgi.com.au] has quit [Ping timeout: 246 seconds] 20110513 21:34:59-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-215.telecom.by] has quit [Ping timeout: 240 seconds] 20110513 21:35:16-!- dtiger [~dtiger@dynamic-vpdn-93-125-64-156.telecom.by] has joined #wesnoth-dev 20110513 21:42:35-!- Grimling [~FKint@91.181.174.148] has quit [Quit: Leaving] 20110513 21:45:12-!- negusnyul [~negusnyul@2E6B7BBF.dsl.pool.telekom.hu] has joined #wesnoth-dev 20110513 21:54:16-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20110513 21:56:44-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has joined #wesnoth-dev 20110513 21:56:44-!- stikonas [~gentoo@bcm-131-111-216-209.girton.cam.ac.uk] has quit [Changing host] 20110513 21:56:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110513 22:01:17-!- eoc [bouncer@syngo.info] has left #wesnoth-dev ["Where's those banana cream pies, eh?"] 20110513 22:01:41-!- Sytyi [~chatzilla@31-232-133-95.pool.ukrtel.net] has quit [Quit: ChatZilla 0.9.86.1 [Firefox 4.0.1/20110413222027]] 20110513 22:08:32< anonymissimus> fabi: for what do you or did you need the unit::add_recruit function ? I may remove it soon I'm afraid 20110513 22:19:04< fabi> anonymissimus: It is also present in team.cpp. I copied the interface. If it isn't needed in team.cpp as well, both can be removed. If it is needed in team.cpp I will most likely have to implement more code somewhere. 20110513 22:24:20< timotei> loonycyborg: hi 20110513 22:24:34< loonycyborg> hello 20110513 22:24:36< timotei> loonycyborg: based on what I see, the scons script is pure python, right? 20110513 22:24:53< loonycyborg> Yes. 20110513 22:27:15< timotei> ok thanks 20110513 22:28:09< timotei> loonycyborg: if I want to add a custom new script, in the utils/java folder, do I need to link it to the main from trunk/ ? 20110513 22:28:21-!- dtiger [~dtiger@dynamic-vpdn-93-125-64-156.telecom.by] has quit [Remote host closed the connection] 20110513 22:28:23< timotei> or having a Sconscript in a folder can be independent on others 20110513 22:29:01< loonycyborg> Yes. You can have an independent sconstruct there. 20110513 22:29:14< timotei> good 20110513 22:31:40-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Quit: SIGKILL] 20110513 22:56:20-!- Alarantalara [~alarantal@CPE001c2599d77d-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20110513 22:57:47< anonymissimus> fabi: for the extra_recruit= attribute, I suggest changing to type= 20110513 22:58:05< anonymissimus> and in set_recruit we deprecate recruit= in favor of type= 20110513 23:00:03-!- Vorpal [~AnMaster@unaffiliated/anmaster] has quit [Quit: ZNC - http://znc.sourceforge.net] 20110513 23:07:05-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20110513 23:23:43-!- negusnyul [~negusnyul@2E6B7BBF.dsl.pool.telekom.hu] has quit [Remote host closed the connection] 20110513 23:27:13-!- jiero [~jie@115-64-43-246.static.tpgi.com.au] has joined #wesnoth-dev 20110513 23:28:03< fabi> anonymissimus: you speak about the set_extra_recruit? 20110513 23:28:08< anonymissimus> y 20110513 23:28:40< fabi> As long as the filter is explicit and the two different type= don't interfere. 20110513 23:28:53< CIA-94> anonymissimus * r49507 /trunk/src/scripting/lua.cpp: some improvements to the lua getter and setter for unit.extra_recruit 20110513 23:29:04-!- melinath [~anonymous@ip-168-50.main.oberlin.edu] has quit [Read error: Operation timed out] 20110513 23:29:19< fabi> wesbot: log 49507 20110513 23:29:20< wesbot> anonymissimus * r49507 : some improvements to the lua getter and setter for unit.extra_recruit 20110513 23:29:23< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=49507 20110513 23:29:45< CIA-94> anonymissimus * r49508 /trunk/data/lua/wml-tags.lua: renamed side_number in some recently modified tags since it is not neccessarily the same as the side_number 20110513 23:30:17< CIA-94> anonymissimus * r49510 /trunk/data/lua/wml-tags.lua: same for set_extra_recruit 20110513 23:32:36-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 240 seconds] 20110513 23:33:49-!- Crendgrim [~crend@77-22-173-219-dynip.superkabel.de] has quit [Remote host closed the connection] 20110513 23:38:07< anonymissimus> and of course, dont forget changelog an wiki fabi :P --- Log closed Sat May 14 00:00:12 2011