--- Log opened Wed Feb 15 00:00:53 2012 20120215 00:01:27-!- Gallaecio [~quassel@84.120.113.193.dyn.user.ono.com] has quit [Read error: Connection reset by peer] 20120215 00:02:02-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Remote host closed the connection] 20120215 00:04:40-!- negusnyul [~negusnyul@183-62-161.ip.adsl.hu] has quit [Quit: Konversation terminated!] 20120215 00:05:12< fendrin_> Alarantalara: Does this also mean that you can have bridges with rails on them? 20120215 00:05:29< Alarantalara> no, since that would require combining overlays 20120215 00:05:53< fendrin_> Alarantalara: Well, can there be an extra terrain, bridge with rails? Using an overlay that is both? 20120215 00:06:34 * anonymissimus would also like such terrain 20120215 00:06:35< Alarantalara> It's certainly possible. I might want to draw a couple of extra rail images because of the bent nature of the bridges, but it should work well. 20120215 00:07:05-!- Pete-Requiem [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120215 00:07:11< Alarantalara> straight lines don't look particularly nice over curves 20120215 00:07:22 * anonymissimus in particular, chasm bridge + rails 20120215 00:07:45< anonymissimus> ah ok I see the problem 20120215 00:08:17< Alarantalara> For chasm bridges, that shouldn't be a problem once one of lurker's new bridges is complete 20120215 00:08:40< anonymissimus> well then there's no way but to use the bridge which crashesin to the chasm, leaving its rails hanging in the air^^ 20120215 00:08:41< Alarantalara> They're already nice and flat 20120215 00:09:18< fendrin_> I also feel the need to have another base terrain for the railroads. One can't make a unit that is only able to move on the rails yet. 20120215 00:09:33-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120215 00:10:53< Alarantalara> I'm heading out for dinner, back in a bit 20120215 00:11:30-!- Danceman [~Danceman@a94-132-158-220.cpe.netcabo.pt] has quit [Ping timeout: 260 seconds] 20120215 00:13:05-!- dcw [50000461@gateway/web/freenode/ip.80.0.4.97] has left #wesnoth-dev [] 20120215 00:17:57< CIA-61> espreon * r53036 /trunk/data/languages/es_ES.cfg: Aliased a bunch of Spanish locales to es_ES. 20120215 00:18:06-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20120215 00:47:02-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20120215 00:58:22< Alarantalara> Regarding an additional terrain for railroads, would this be a movement only terrain i.e. defence is always that of the base 20120215 01:09:03< fendrin_> Alarantalara: hmmm 20120215 01:10:03< fendrin_> Alarantalara: The railroads don't affect the defense. Still, how can this terrain be created? 20120215 01:10:26-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 244 seconds] 20120215 01:11:35< Alarantalara> It's easy enough to define a new terrain type. The terrain can even keep it's current alias and add an optional "rail" value for movement. 20120215 01:12:24< fendrin_> Alarantalara: But wouldn't that mean that every unit needs to have a movement and defense attribute for the new terrain? 20120215 01:13:34< Alarantalara> Not if there is a best version - anyone without a rails movement should default to flat (though I should check the code to confirm) 20120215 01:13:51< fendrin_> That would be nice. 20120215 01:14:00< fendrin_> I have some more terrain questions. 20120215 01:14:11< fendrin_> Do you have time for some smalltalk? 20120215 01:15:02< Alarantalara> Yes, it works - just tried with default units in northern rebirth - they're listed as having 0% defense, no movement, but the aliases make it like flat 20120215 01:15:07< Alarantalara> I do have the time 20120215 01:15:38< fendrin_> I am working on Wings of Victory, a drake campaign. 20120215 01:16:05< fendrin_> During the design of a underground/cave scenario some problems appeared. 20120215 01:16:13< Alarantalara> oh? 20120215 01:16:29< fendrin_> Well, it's nothing unexpected, no bugs. 20120215 01:16:33< Alarantalara> I think I have it checked out, if I update, will the scenario appear? 20120215 01:16:55-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120215 01:16:55< fendrin_> Just some limitations regarding how I can build the map. 20120215 01:17:39< fendrin_> No, the scenario is still not coded. I failed during the map making process for the reasons I want to tell now. 20120215 01:17:53< Alarantalara> What were the limitations? 20120215 01:18:49< fendrin_> The background is an old (maybe dwarven) mine, which was destroyed by an earthquake and pollution through elements (mostly fire and earth). 20120215 01:20:26< fendrin_> The earthquake did make the mine being divided into several sectors, separated by abyss. 20120215 01:21:10< fendrin_> The abyss terrain does work quite nicely in the scenario. It's not passable by normal units but drakes are able to fly and they can use the abyss like highways through the dungeon. 20120215 01:21:13< CIA-61> alarantalara * r53037 /trunk/ (changelog data/core/terrain.cfg): New rail terrain type. Has no effect on current units (may want to define values for UI purposes 20120215 01:22:26< fendrin_> In fact the place might even be a good new nest for the drake flight in the campaign. 20120215 01:22:42< Alarantalara> okay... 20120215 01:22:48< fendrin_> But I do have problems when it comes to place certain terrain types into the dungeon. 20120215 01:23:53< fendrin_> I consider a deep water terrain inside an underground map to be a flooded cave. But drakes are able to fly there and are in fact very fast. 20120215 01:24:26< fendrin_> The drakes are considered to be forced on the ground by every terrain type that was designed to be underground. 20120215 01:25:03< fendrin_> But many underground scenarios do use terrain types that weren't designed to be underground and that often gives problems whenever it comes to flying units. 20120215 01:26:23< fendrin_> Alarantalara: ^ 20120215 01:26:54< Alarantalara> I guess I'm not sure what effect you're trying to achieve 20120215 01:27:56< fendrin_> Say you are inside a cave, that cave is that narrow that you can't fly, considered that you are able to fly. 20120215 01:28:34< fendrin_> Then you discover an underground lake, still the ceiling of the cave stays the same hight. 20120215 01:29:25< fendrin_> Now you are forced to swim or even dive (if the whole cave gets under water somewhere) but you can't just open your wings and fly over the lake. 20120215 01:30:26< Alarantalara> I can see an animation problem, since all movement is flight for drakes currently 20120215 01:30:59< fendrin_> Thus my point is: There in no working water terrain for underground because it always does not consider that flying units are forced to swim there. 20120215 01:31:41< fendrin_> This is of course true for some other terrain types which are used in underground maps often like the different road types. 20120215 01:31:54< Alarantalara> It's not difficult to define one (even for just the campaign) 20120215 01:32:08< Alarantalara> The art can be cloned 20120215 01:32:28< fendrin_> Well, we have in fact art for underground water. 20120215 01:32:43< Alarantalara> Really? I don't think I've ever seen it 20120215 01:34:51< fendrin_> Eleazar mentioned the gray deep water and the gray shallow water meant for underground 20120215 01:37:23< Alarantalara> That really doesn't match real caves 20120215 01:37:49< Alarantalara> or at least, I've seen water in caves that is very different than grey 20120215 01:38:33< Alarantalara> http://en.wikipedia.org/wiki/File:Lechuguilla_Cave_Pearlsian_Gulf.jpg 20120215 01:38:51< fendrin_> Very nice. 20120215 01:39:09< fendrin_> It is a pity in general that our cave and underground terrain is mostly disgusting. 20120215 01:39:16< Alarantalara> The clarity is typical 20120215 01:39:47< Alarantalara> no algae to colour it. Grey water is more typical of a temperate ocean 20120215 01:41:04< shadowm> I don't find our underground terrains to be disgusting . 20120215 01:41:29< fendrin_> Anyway, the main problem is that I need to consider the problems from the root: There is not even a definition of how fast a flying unit is on earth or in water. 20120215 01:41:58< Alarantalara> I'd suspect matching mushroom groves makes sense for earth 20120215 01:42:34< Alarantalara> since they are the original no-fly zone in multiplayer 20120215 01:43:09< fendrin_> Well, one of WoV's scenarios will take place overground but during a heavy storm. This will force every drake on the ground. 20120215 01:43:51< Alarantalara> Actually, following the Clasher line for movement makes sense for when flying is not possible 20120215 01:44:22< fendrin_> Yes, that is true. But only for those which are heavily armed as well. 20120215 01:45:01< fendrin_> I suppose the rest of the drakes can swim better than the clasher line. 20120215 01:48:05< fendrin_> The simplest solution would just be to avoid every terrain which is not underground fly save. 20120215 01:48:26< Alarantalara> It's not hard to modify movement at the start and end of the scenario 20120215 01:49:00< Alarantalara> Though if you want a mix of flyable and unflyable water, you'd also need an extra base terrain 20120215 01:49:44< Alarantalara> I'm not sure I'd want to put it into core because of the potential for confusion when making maps 20120215 01:50:30< Alarantalara> but the mechanics of setting it up are not too bad 20120215 01:51:28< CIA-61> alarantalara * r53038 /trunk/data/core/images/terrain/grass/flowers.png: get rid of image for removed terrain 20120215 01:58:06< Alarantalara> If you don't care that the drakes will still appear to fly even when you enforce that they cannot, then there is no problem 20120215 01:58:21< Alarantalara> (I'd guess it would take me about 15 minutes to write all the code needed) 20120215 01:59:02< fendrin_> No, it is important that they don't appear to fly. 20120215 02:01:38< fendrin_> Wouldn't it be the cleanest way to implement that with just different terrain types and modified units for the campaign? 20120215 02:02:45< Alarantalara> Possibly, but the number would include every enemy that appears in the scenario as well 20120215 02:03:20< Alarantalara> Which is why I think it may be simpler to do it on a per scenario basis 20120215 02:03:51< fendrin_> By modifying the movement type of flying units at scenario start if it is underground? 20120215 02:04:10< Alarantalara> Or on recruit/recall 20120215 02:04:33< Alarantalara> Animations can be changed as well; I'm just not as familiar with that part 20120215 02:05:21< fendrin_> hmmm. Somehow that sounds all a bit hacky. 20120215 02:05:41< Alarantalara> I suspect the best approach would depend on the number of changed terrains/units affected 20120215 02:06:37< Alarantalara> For instance, if there were bats in the heavy rain and the underground, you'd expect them to move in one but not the other 20120215 02:10:00< fendrin_> Well, if we keep the heavy storm idea/example by side. 20120215 02:10:33< fendrin_> Well, that was more German than English. 20120215 02:11:07< fendrin_> If we focus on the underground map and not on the storm example. 20120215 02:12:13< Alarantalara> Even just looking at the underground map, you'd have to define new unit types for every unit that could appear on the map. 20120215 02:12:15< fendrin_> Having working underground water in mainline is a fine thing to have. 20120215 02:12:37< Alarantalara> So every drake, plus every enemy recruited and their advancements 20120215 02:13:47-!- Pete-Requiem is now known as PolarPanda 20120215 02:15:33< Alarantalara> About the only units underground water would affect are drakes. Pretty well every other unit would just clone the equivalent terrain 20120215 02:15:48< Alarantalara> How about a different suggestion: an unflyable overlay 20120215 02:16:07< Alarantalara> No change to defense, worst movement 20120215 02:17:40< fendrin_> sounds good 20120215 02:18:09< fendrin_> but to what do you map it? 20120215 02:18:50< Alarantalara> I feel like it could be a new terrain type I wouldn't mind putting in core 20120215 02:19:32< fendrin_> Well, the problem is that you need a few of them to do it right. 20120215 02:19:32< Alarantalara> give most units a cost of 1 so it doesn't affect them 20120215 02:19:51< fendrin_> At least two, one for deep and one for shallow water. 20120215 02:21:38< Alarantalara> It also has problems with the "lit" terrain 20120215 02:23:18< Alarantalara> For deep, as long as there are no aquatic units in the area, the impassable overlay is equivalent 20120215 02:28:07-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: done building targets] 20120215 02:36:17< fendrin_> Alarantalara: The limit to two layers of terrain types, is it because of graphic limitations only? 20120215 02:36:36< Alarantalara> There are no graphic limitations 20120215 02:37:05< Alarantalara> other than if you pile on enough animated terrains in one hex the engine would slow to a crawl 20120215 02:37:20< fendrin_> So, why is a terrain that uses 3 layers not supported? 20120215 02:38:45< Alarantalara> I wasn't around for the initial discussion, but the only logical challenges are notation in the map files and aliasing rules 20120215 02:39:39< Alarantalara> I think at the time, more people edited maps by hand (no editor), so there was some concern as to how to write it 20120215 02:41:18< fendrin_> The flying units could have their extra terrain types. 20120215 02:41:45< fendrin_> Mostly low flight and high flight. 20120215 02:48:52-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: Computer has gone to sleep.] 20120215 02:50:29-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Read error: Connection reset by peer] 20120215 02:51:04-!- Pete-Requiem [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120215 02:52:12-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20120215 02:57:54-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20120215 03:17:00-!- Oleg [~quassel@92.124.37.189] has joined #wesnoth-dev 20120215 03:17:35-!- Gambit_ [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20120215 03:18:30< Alarantalara> The limit on layers may also be sanity related: Who wants an illuminated village on a chasm bridge over lava that's recruitable? 20120215 03:18:36-!- Gambit [~gambit@wesnoth/developer/grickit] has quit [Ping timeout: 265 seconds] 20120215 03:24:41< Alarantalara> Or for even more layers, replace the lava with water and add lily pads. 20120215 03:28:21-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120215 03:29:15-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Remote host closed the connection] 20120215 04:04:40-!- vultraz [~chatzilla@124.109.10.221] has quit [Ping timeout: 245 seconds] 20120215 04:36:25-!- Pete-Requiem [~quassel@unaffiliated/peterporty] has quit [Remote host closed the connection] 20120215 04:48:21-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20120215 05:10:09-!- Elvish_Pillager [~eli@dhip-149.coburn.residences.colby.edu] has quit [Ping timeout: 245 seconds] 20120215 05:31:16-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20120215 05:36:46-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20120215 05:57:24-!- Gambit 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Anywhere.] 20120215 12:04:26-!- Oleg [~quassel@95.189.22.131] has joined #wesnoth-dev 20120215 12:16:47-!- MeccaGod [~majs@host189-199.bornet.net] has quit [] 20120215 12:29:10-!- MeccaGod [~majs@host189-199.bornet.net] has joined #wesnoth-dev 20120215 12:29:15-!- Upth [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has quit [Read error: Connection reset by peer] 20120215 12:35:24-!- jemadux [~jemadux@unaffiliated/jemadux] has joined #wesnoth-dev 20120215 12:40:34-!- horon [~horon@nttkyo342251.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20120215 12:43:19-!- enchilado [~enchilado@defocus/yummy/enchilado] has quit [Quit: BBL-<] 20120215 13:05:36-!- happygrue [~quassel@wesnoth/developer/wintermute] has joined #wesnoth-dev 20120215 13:06:13-!- ancestral [~ancestral@67-6-36-251.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20120215 13:22:55-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120215 13:39:08-!- Elvish_Pillager [~eli@dhip-149.coburn.residences.colby.edu] has joined #wesnoth-dev 20120215 14:04:24-!- jemadux [~jemadux@unaffiliated/jemadux] has quit [Ping timeout: 244 seconds] 20120215 14:09:43-!- dcw [c24ae2be@gateway/web/freenode/ip.194.74.226.190] has joined #wesnoth-dev 20120215 14:14:19-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120215 14:27:25-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has joined #wesnoth-dev 20120215 14:27:29-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has quit [Changing host] 20120215 14:27:29-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120215 14:47:37-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has quit [Ping timeout: 245 seconds] 20120215 14:56:34-!- Gambit [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20120215 15:00:40-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20120215 15:02:39-!- jemadux [~jemadux@unaffiliated/jemadux] has joined #wesnoth-dev 20120215 15:13:51-!- horon [~horon@nttkyo342251.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20120215 15:14:16-!- jemadux [~jemadux@unaffiliated/jemadux] has quit [Ping timeout: 272 seconds] 20120215 15:27:16-!- negusnyul [~negusnyul@183-62-161.ip.adsl.hu] has joined #wesnoth-dev 20120215 16:05:49-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120215 16:20:33-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20120215 16:22:37< Ivanovic> hi 20120215 16:23:01-!- Blueblaze [~Blueblaze@76.202.21.70] has joined #wesnoth-dev 20120215 16:27:36< dcw> hi # 20120215 16:39:00-!- Blueblaze [~Blueblaze@76.202.21.70] has quit [Quit: Blueblaze] 20120215 16:50:32-!- chpln [~chpln@ppp118-210-101-214.lns20.adl2.internode.on.net] has quit [Ping timeout: 245 seconds] 20120215 16:51:52-!- Crab_ [Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20120215 16:52:36-!- chpln [~chpln@ppp118-210-186-150.lns20.adl6.internode.on.net] has joined #wesnoth-dev 20120215 16:53:35< CIA-61> ivanovic * r53042 /branches/1.10/po/ (6 files in 6 dirs): updated Italian translation 20120215 16:53:37< CIA-61> ivanovic * r53043 /trunk/po/ (6 files in 6 dirs): updated Italian translation 20120215 16:55:40< CIA-61> fendrin * r53044 /trunk/data/campaigns/Two_Brothers/scenarios/01_Rooting_Out_a_Mage.cfg: 20120215 16:55:40< CIA-61> TB 01: Minor code cleanups. 20120215 16:55:40< CIA-61> Changed the player's flag to loyalists. 20120215 16:55:50< Espreon> Ivanovic: Did the Ukrainian guy contact you recently? 20120215 16:55:58< Ivanovic> no 20120215 16:56:38< CIA-61> fendrin * r53045 /trunk/data/campaigns/Two_Brothers/scenarios/02_The_Chase.cfg: TB 02: Use of new flags. 20120215 16:57:38< Espreon> Ivanovic: Hmmmm, looks like I'll have to talk to him; he did tell me he had some work done. 20120215 16:58:47< CIA-61> fendrin * r53046 /trunk/data/campaigns/Two_Brothers/scenarios/03_Guarded_Castle.cfg: 20120215 16:58:47< CIA-61> TB 03: Major code cleanups. 20120215 16:58:47< CIA-61> New flags. 20120215 16:59:09< CIA-61> fendrin * r53047 /trunk/data/campaigns/Two_Brothers/scenarios/04_Return_to_the_Village.cfg: New flags. 20120215 17:05:36< fendrin_> Ivanovic: ^ 20120215 17:06:13-!- the_new_lipk [~opera@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20120215 17:10:44-!- Crendgrim [~crend@77-22-114-250-dynip.superkabel.de] has joined #wesnoth-dev 20120215 17:11:48< dcw> Hi all any suggestions on which campaign for a relative newbie to start on did play a couple of years ago but I've seem to have forgotten the basics lol :P 20120215 17:12:28< dcw> or ones that need a little play testing? don't mind do my bit ;P 20120215 17:15:01-!- timotei [~timotei@188.24.4.151] has joined #wesnoth-dev 20120215 17:15:01-!- timotei [~timotei@188.24.4.151] has quit [Changing host] 20120215 17:15:01-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120215 17:15:31< the_new_lipk> dcw: no offense, but this fits better in the plain #wesnoth channel 20120215 17:15:58< Crendgrim> dcw: Tale of Two Brothers should be good for a new player... it's easy and short 20120215 17:16:17< dcw> oh ok I'll ask there in a bit :) and thanks Crendgrim 20120215 17:16:30-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20120215 17:16:37< dcw> bye all 20120215 17:16:39-!- dcw [c24ae2be@gateway/web/freenode/ip.194.74.226.190] has quit [] 20120215 17:17:10-!- MeccaGod [~majs@host189-199.bornet.net] has quit [] 20120215 17:24:44-!- chpln [~chpln@ppp118-210-186-150.lns20.adl6.internode.on.net] has quit [Ping timeout: 272 seconds] 20120215 17:26:20-!- chpln [~chpln@ppp118-210-23-73.lns20.adl2.internode.on.net] has joined #wesnoth-dev 20120215 17:28:44-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20120215 17:31:12-!- Oleg [~quassel@95.189.22.131] has quit [Remote host closed the connection] 20120215 17:31:19-!- Oleg [~quassel@95.189.22.131] has joined #wesnoth-dev 20120215 17:31:38-!- the_new_lipk [~opera@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 240 seconds] 20120215 17:36:10-!- fendrin_ is now known as fendrin 20120215 17:54:23< Ivanovic> Espreon: the ukrainian translator just got into contact with me 20120215 17:56:36< Espreon> Ivanovic: Ah, excellent. 20120215 17:56:52< Espreon> And? 20120215 17:58:26< CIA-61> fendrin * r53048 /trunk/data/campaigns/Legend_of_Wesmere/maps/ (14_Human_Alliance.map Kalian.map): LoW 3+7,14 Map cleanups. 20120215 18:00:16-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: Computer has gone to sleep.] 20120215 18:01:31< Ivanovic> Espreon: he seems to be using the russian po files atm 20120215 18:01:51< Ivanovic> that is: i got to create the po files, put in the .cfg file and stuff like this 20120215 18:02:01< Espreon> Ah, yes indeed. 20120215 18:02:26< Espreon> When do you plan to do that? 20120215 18:02:35< Ivanovic> in some hours 20120215 18:02:54< Espreon> All right. 20120215 18:02:57< Ivanovic> i plan to first relax a little, just came back from looking at an appartment 250km away from 20120215 18:02:59< Ivanovic> here 20120215 18:03:03< Espreon> Ivanovic: You have my uk_UA.cfg, yes? 20120215 18:03:20< Ivanovic> the translator pasted sme stuff, please compare it, i'll forward his PM 20120215 18:03:48< Espreon> OK. 20120215 18:05:14< Ivanovic> sent 20120215 18:06:44< Espreon> I didn't get anything. 20120215 18:06:51< Ivanovic> forum pm? 20120215 18:06:56< Espreon> Yeah. 20120215 18:06:56< Ivanovic> account Espreon 20120215 18:07:05< Espreon> Indeed. 20120215 18:07:55< Espreon> Ah, got it. 20120215 18:07:56< Ivanovic> retried it 20120215 18:08:01< Espreon> Yup. 20120215 18:08:48< Espreon> Ivanovic: Yup, that's mine. 20120215 18:11:59< Ivanovic> if the files are identical, feel free to upload yours 20120215 18:12:10< Espreon> OK. 20120215 18:13:00< Ivanovic> in case you want to try to do the "create a translation" stuff yourself, these are my notes about what to do: http://pastebin.com/gQLsE87k 20120215 18:13:10< CIA-61> espreon * r53049 /trunk/data/languages/uk_UA.cfg: Added locale file for Ukrainian. 20120215 18:14:24< Espreon> Ivanovic: All right, I'll try. 20120215 18:15:42-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120215 18:17:01-!- noy_ [~Noy@S0106602ad0727b65.vw.shawcable.net] has joined #wesnoth-dev 20120215 18:17:01-!- noy_ [~Noy@S0106602ad0727b65.vw.shawcable.net] has quit [Changing host] 20120215 18:17:01-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120215 18:19:51-!- dcw [50000461@gateway/web/freenode/ip.80.0.4.97] has joined #wesnoth-dev 20120215 18:21:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 272 seconds] 20120215 18:21:44-!- noy_ is now known as noy 20120215 18:21:53< Espreon> Ivanovic: It seems that "vi" is missing from wesnoth-manpages.cfg 20120215 18:22:18< Espreon> same with wesnoth-manual.cfg 20120215 18:22:25< CIA-61> fendrin * r53050 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/chapter2/07_Elves_Last_Stand.cfg: 20120215 18:22:25< CIA-61> LoW 07: Code cleanups. 20120215 18:22:25< CIA-61> Added the Naga to the orcish side. 20120215 18:22:37< Espreon> Guess I'll fix that. 20120215 18:24:14< CIA-61> espreon * r53051 /trunk/po/ (2 files in 2 dirs): Added 'vi' to the manual and manpages cfgs. 20120215 18:28:26-!- MeccaGod [~majs@host189-199.bornet.net] has joined #wesnoth-dev 20120215 18:34:25-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20120215 18:34:47-!- Ivanovic_ [~ivanovic@dtmd-4db2c9ba.pool.mediaWays.net] has joined #wesnoth-dev 20120215 18:34:47-!- Ivanovic_ [~ivanovic@dtmd-4db2c9ba.pool.mediaWays.net] has quit [Changing host] 20120215 18:34:47-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20120215 18:37:25-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20120215 18:38:34-!- Ivanovic [~ivanovic@dtmd-4db26de5.pool.mediaWays.net] has joined #wesnoth-dev 20120215 18:38:34-!- Ivanovic [~ivanovic@dtmd-4db26de5.pool.mediaWays.net] has quit [Changing host] 20120215 18:38:34-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20120215 18:41:17-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20120215 18:42:23-!- Crab_ [Crab_@wesnoth/developer/crab] has quit [Quit: Crab_] 20120215 18:45:47< Ivanovic> Espreon: yeah, might be that i forgot adding those, though considering how active the vietnamese translation is this does not hurt 20120215 18:50:28-!- Gallaecio [~quassel@84.120.113.193.dyn.user.ono.com] has joined #wesnoth-dev 20120215 18:52:27-!- dcw [50000461@gateway/web/freenode/ip.80.0.4.97] has quit [Quit: Page closed] 20120215 18:52:45-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20120215 18:55:18-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20120215 18:56:11-!- EdB [~edb@tss37-1-89-82-194-231.dsl.sta.abo.bbox.fr] has joined #wesnoth-dev 20120215 18:57:08-!- Ivanovic_ is now known as Ivanovic 20120215 19:01:22-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20120215 19:01:30-!- mordante [~mordante@roadie.xs4all.nl] has joined #wesnoth-dev 20120215 19:01:30-!- mordante [~mordante@roadie.xs4all.nl] has quit [Changing host] 20120215 19:01:30-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20120215 19:01:44< mordante> servus 20120215 19:01:54< mordante> fendrin, did you see my commit yesterday? 20120215 19:02:10< mordante> fendrin, it's possible to change unit animations depending on the terrain 20120215 19:02:25< mordante> so it would be possible to show drakes "swimming" over the water 20120215 19:06:35< zookeeper> sure, but you can't inject that into the mainline drakes when it's only your campaign which has such a water terrain 20120215 19:06:55< zookeeper> ...well, in theory i think you can, but it'd be very, very messy. 20120215 19:07:21< mordante> macros 20120215 19:07:27< mordante> ? 20120215 19:11:15< zookeeper> i don't understand the question 20120215 19:11:58< mordante> wouldn't it be possible with macros? 20120215 19:12:08< mordante> with a ifdef for a campaign? 20120215 19:18:27< zookeeper> you mean hack campaign-specific stuff into the unit files? sure that's always possible 20120215 19:18:55< vultraz> campaign specific stuff in mainline? 20120215 19:18:59< vultraz> isn't that a bit.... 20120215 19:19:10< zookeeper> besides that i don't understand how macros could ever help 20120215 19:20:26< Espreon> Ivanovic: I'm still working on it. I was a bit busy. 20120215 19:22:08< boucman> fendrin, mordante I think there is an "add_animation" WML action that can deal with this case 20120215 19:24:11< CIA-61> espreon * r53052 /trunk/po/ (29 files in 27 dirs): Added/changed files for the Ukrainian translation. 20120215 19:24:53-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120215 19:25:17< mordante> boucman, ok that sounds like a better approach as macro hacks 20120215 19:25:33< CIA-61> espreon * r53053 /website/gettext.wesnoth.org/langs.php: Added Ukrainian to g.w.o's language list. 20120215 19:25:44< boucman> :) it was added specifically for that sort of needs 20120215 19:25:57< mordante> ah ok :-) 20120215 19:27:25< CIA-61> espreon * r53054 /website/start/1.10/languages.conf: Added Ukrainian to the announcement stuff's languages list. 20120215 19:27:41< Espreon> Ivanovic: I assume that should do it. 20120215 19:27:46< Ivanovic> nope 20120215 19:27:50< Espreon> No? 20120215 19:27:53< Ivanovic> the LINGUAS file 20120215 19:27:53< Espreon> What else? 20120215 19:28:01< Ivanovic> files that is 20120215 19:28:22< Espreon> Oh, I forgot to add those to my svn ci run 20120215 19:28:46< CIA-61> espreon * r53055 /trunk/po/ (28 files in 28 dirs): Added 'uk' to the LINGUAS files. 20120215 19:29:20< CIA-61> espreon * r53056 /trunk/data/core/macros/utils.cfg: Fixed some typos. 20120215 19:30:50< Ivanovic> Espreon: okay, now you need to also add the stuff to the credits 20120215 19:31:00< Espreon> Indeed. 20120215 19:31:02< Ivanovic> "Ukrainian translation" that is (so that the strings are available) 20120215 19:31:12< Ivanovic> afterwards: port over to branches/1.10 20120215 19:35:57< CIA-61> espreon * r53057 /trunk/data/core/about.cfg: Added a credits entry for the Ukrainian translation. 20120215 19:36:05< Espreon> Ivanovic: I'll port to 1.10 once I get home. 20120215 19:36:09< Espreon> Ivanovic: Anything else? 20120215 19:36:46< Ivanovic> nope, looks fine to me 20120215 19:36:54< Espreon> OK, thanks. 20120215 19:36:55< Ivanovic> that is: the translation does appear at g.w.o 20120215 19:37:04< Ivanovic> which is a good test to see if things are basically done 20120215 19:38:11< Espreon> I'll be back "soon". 20120215 19:39:15< Ivanovic> ingame it is selectable, too, so seems to really be done 20120215 19:39:47< Ivanovic> of course you should afterwards tell the translator that it is done, how to send in his work and ask to subscribe to the i18n mailing list 20120215 19:39:50< zookeeper> boucman, that way works if you don't need to re-specify a lot of animations. just the movement anims sounds doable, but if you'd also need to change for example melee anims, and standing anims for the flyer drakes, it gets pretty messy. 20120215 19:40:08< Ivanovic> oh, don't forget to ask the translator to update the WesnothTranslations wiki page listing himself as maintainer 20120215 19:40:25< boucman> well, it has its limits... 20120215 19:44:23-!- EdB [~edb@tss37-1-89-82-194-231.dsl.sta.abo.bbox.fr] has quit [Quit: Konversation terminated!] 20120215 19:50:37< CIA-61> timotei * r53058 /website/eclipse.wesnoth.org/index.html: Fix some wordings on the news section 20120215 19:56:23< Ivanovic> okay, i am probably off for the rest of the day, cu 20120215 20:09:32-!- timotei21 [~timotei@188.24.4.151] has joined #wesnoth-dev 20120215 20:09:32-!- timotei21 [~timotei@188.24.4.151] has quit [Changing host] 20120215 20:09:32-!- timotei21 [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120215 20:13:52-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 276 seconds] 20120215 20:21:49-!- Danceman [~Danceman@a94-132-158-220.cpe.netcabo.pt] has joined #wesnoth-dev 20120215 20:24:26< mordante> Oleg, I don't know too much about the save_index so can't answer your questions about it 20120215 20:38:14-!- s951 [~s951@dyn1064-176.hor.ic.ac.uk] has joined #wesnoth-dev 20120215 20:41:52< mordante> boucman, at the FOSDEM you mentioned you had a code formatting script for darktable, could you send that to me? 20120215 20:50:13-!- enchilado [~enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20120215 21:09:28-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has joined #wesnoth-dev 20120215 21:13:35-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: GO, GET TO THE CHOPPAH!!!] 20120215 21:14:26-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120215 21:23:21-!- mnewton1 [~mnewton1@pool-173-75-223-46.phlapa.fios.verizon.net] has joined #wesnoth-dev 20120215 21:30:03< CIA-61> espreon * r53059 /branches/1.10/po/ (2 files in 2 dirs): Added 'vi' to wesnoth-manpages.cfg and wesnoth-manual.cfg. 20120215 21:31:37< CIA-61> espreon * r53060 /branches/1.10/data/languages/es_ES.cfg: Ported r53036 to 1.10. 20120215 21:44:46< CIA-61> espreon * r53061 /branches/1.10/ (59 files in 30 dirs): Ported revisions 53049, 53052, 53055, and 53057 to 1.10. 20120215 21:45:37< CIA-61> espreon * r53062 /branches/1.10/data/core/macros/utils.cfg: Ported r53056 to 1.10. 20120215 21:46:20< CIA-61> espreon * r53063 /trunk/po/ (27 files in 27 dirs): Set svn:eol-style. 20120215 21:47:09< Espreon> Ivanovic: And ydone. 20120215 21:54:17-!- fendrin [~fabi@88-134-10-236-dynip.superkabel.de] has quit [Remote host closed the connection] 20120215 21:57:24-!- fendrin [~fabi@88-134-10-236-dynip.superkabel.de] has joined #wesnoth-dev 20120215 21:57:28-!- fendrin [~fabi@88-134-10-236-dynip.superkabel.de] has quit [Changing host] 20120215 21:57:29-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20120215 21:57:42< CIA-61> espreon * r53064 /trunk/ (changelog players_changelog): Updated the changelogs; improved an entry. 20120215 22:00:24< CIA-61> espreon * r53065 /branches/1.10/ (changelog players_changelog): Ported r53064 to 1.10. 20120215 22:07:54-!- Crendgrim [~crend@77-22-114-250-dynip.superkabel.de] has quit [Quit: ...] 20120215 22:12:33-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Read error: Connection reset by peer] 20120215 22:24:11-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20120215 22:28:09< CIA-61> espreon * r53066 /trunk/src/language_win32.ii: Added a Windows locale association for 'uk'. 20120215 22:31:50-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has quit [Ping timeout: 265 seconds] 20120215 22:35:09< boucman> mordante: http://pastebin.com/FEZzarZD 20120215 22:37:04< CIA-61> espreon * r53067 /branches/1.10/src/language_win32.ii: Ported r53066 to 1.10. 20120215 22:42:07-!- negusnyul [~negusnyul@183-62-161.ip.adsl.hu] has quit [Quit: Konversation terminated!] 20120215 22:48:00-!- MeccaGod [~majs@host189-199.bornet.net] has quit [] 20120215 22:55:12-!- toDaLeft [toDaLeft@dhcp-128-171-42-209.webster.manoa.hawaii.edu] has joined #wesnoth-dev 20120215 22:56:52< CIA-61> timotei * r53069 /trunk/utils/umc_dev/ (4 files in 3 dirs): eclipse plugin: Fix (one more time) the formatter's identation policy 20120215 22:56:53< CIA-61> timotei * r53068 /trunk/utils/umc_dev/org.wesnoth/src/org/wesnoth/messages.properties: eclipse plugin: Reword a bit the messages used in the interface 20120215 22:57:01< CIA-61> timotei * r53070 /trunk/utils/umc_dev/org.wesnoth/src/org/wesnoth/utils/WMLUtils.java: eclipse plugin: Remove the prefixing tabs also when cleaning the node text 20120215 22:57:08< CIA-61> timotei * r53071 /trunk/utils/umc_dev/org.wesnoth/src/org/wesnoth/utils/WMLUtils.java: eclipse plugin: Return the string for the specific EObject without hidden tokens 20120215 22:57:21< CIA-61> timotei * r53072 /trunk/utils/umc_dev/ (61 files in 10 dirs): eclipse plugin: Convert EOL to LF 20120215 22:57:39< CIA-61> timotei * r53073 /trunk/utils/umc_dev/ (3 files in 3 dirs): eclipse plugin: Make the line width 200 so eclipse won't wrap things in a stupid way 20120215 22:57:46< CIA-61> timotei * r53074 /trunk/utils/umc_dev/org.wesnoth.ui/src/org/wesnoth/ui/contentassist/WMLProposalProvider.java: eclipse plugin: refactor the tag proposal so it works ok in every case 20120215 22:59:14< mordante> thanks boucman 20120215 22:59:21< boucman> np 20120215 23:01:30-!- timotei21 [~timotei@wesnoth/developer/timotei] has quit [Read error: Connection reset by peer] 20120215 23:04:38< mordante> I'm off night 20120215 23:04:49-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20120215 23:07:59-!- Pete-Requiem [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120215 23:14:09-!- Blueblaze [~Blueblaze@adsl-76-202-21-70.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120215 23:24:51-!- matthiaskrgr [matthiaskr@s9.rdlbnc.com] has quit [Excess Flood] 20120215 23:25:30-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20120215 23:25:55-!- matthiaskrgr [matthiaskr@109.73.162.119] has joined #wesnoth-dev 20120215 23:29:39-!- 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