--- Log opened Mon Feb 20 00:00:38 2012
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20120220 00:38:02< shadowm> Espreon, zookeeper: http://shadowm.rewound.net/f/units-section-blurb.png Comments and UI text pedantry welcome.
20120220 00:39:04< shadowm> Also note that the patch couldn't be more trivial: http://shadowm.rewound.net/f/units-section-blurb.patch
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20120220 00:40:52< shadowm> I don't think it makes sense to refer to the option to disable the encounter system in there, since that could seem like we are trying too hard.
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20120220 00:41:59< shadowm> The point is that having some text in there should avoid confusion when starting Wesnoth for the first time and reading the Help (currently people are faced with an empty help entry with the Units title)
20120220 00:46:10< shadowm> The other section affected by the encounter system is Abilities, but it already has static text in it explaining how it works, oddly enough.
20120220 00:46:53< shadowm> I think Overview and About the Game could be merged and moved to a single top-level topic too
20120220 00:48:30< shadowm> okay, Weapon Specials and Factions could need the same treatment as Units and Abilities
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20120220 01:27:04< Espreon> shadowm: "in the Help" ... No... just no
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20120220 01:30:00< shadowm> are you going to offer an alternative or would you prefer to write it yourself?
20120220 01:30:55< Espreon> Maybe "in the help system" ... "in the text='Help' system"...
20120220 01:32:43< Espreon> I dunno. I just woke up and I still have extra blood in my head or whatever.
20120220 01:33:10< shadowm> I guess I'll leave this to someone else
20120220 01:33:40< Espreon> Contact me tomorrow.
20120220 01:33:49< Espreon> ... or in three hours.
20120220 01:34:16< shadowm> isn't it 19:34 where you live?
20120220 01:34:23< Espreon> And?
20120220 01:34:32< Espreon> That doesn't mean I have to be dirunal.
20120220 01:34:34< Espreon> *diurnal
20120220 01:34:47< shadowm> Humans are diurnal animals.
20120220 01:35:01< shadowm> That's even reflected in Wesnoth.
20120220 01:36:09< Espreon> shadowm: Um... shaddap?
20120220 01:36:22< shadowm> How polite of you.
20120220 01:37:06< shadowm> Anyway, this blurb won't be as fun to get right as I originally hoped, so maybe I'll just file a FR and explain the WML instead.
20120220 01:37:10< Espreon> Indeed. I'm quite thr proper gentleman.
20120220 01:37:11< Espreon> *the
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20120220 06:42:00< CIA-61> espreon * r53127 /trunk/ (4 files in 4 dirs): Committed initial work for the Ukrainian translation.
20120220 06:52:34 * Espreon kicks CIA-61
20120220 06:52:34< CIA-61> ow
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20120220 07:11:55< CIA-61> espreon * r53129 /branches/1.10/ (3 files in 3 dirs): Ported r53127 to 1.10.
20120220 07:11:55< CIA-61> espreon * r53130 /branches/1.10/po/wesnoth-test/uk.po: Committed forgotten part of r53129.
20120220 07:11:55< CIA-61> espreon * r53128 /trunk/data/core/about.cfg: Tabs to spaces; made spacing consistent.
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20120220 07:41:22< CIA-61> espreon * r53131 /trunk/data/core/about.cfg: Made key spacing consistent.
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20120220 08:27:42< ancestral> If a preprocessor directive takes a parameter which shares the name of another macro, which fires?
20120220 08:28:02< ancestral> The local scope takes precedence (i.e. the parameter?)
20120220 08:28:19< shadowm> http://wiki.wesnoth.org/PreprocessorRef#Macro_inclusions
20120220 08:28:29< shadowm> "Using the name of an existing macro as the name of a macro argument is possible, but the argument will always take precedence over the original macro"
20120220 08:28:52< ancestral> Ah, missed that paragraphyt
20120220 08:28:57< ancestral> (was on that page)
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20120220 08:54:44< Oleg> http://build.wesnoth.in/job/svn/71/
20120220 08:54:51< Oleg> Build was broken on Fedora
20120220 08:55:57< Oleg> Scons
20120220 08:55:58< Oleg> https://github.com/battle-for-wesnoth/svn/commit/638666f4f3480e34ce3b78b386b47aa9e82c16ff
20120220 08:56:06< Oleg> Looks like this commit brokes the build
20120220 08:57:29< shadowm> loonycyborg: ^
20120220 08:59:01< shadowm> Oleg: works for me
20120220 08:59:14< Oleg> shadowm: Scons & Fedora?
20120220 08:59:21< shadowm> scons and Debian testing
20120220 08:59:31< Oleg> shadowm: http://build.wesnoth.in/job/svn/71/
20120220 08:59:37< Oleg> shadowm: Debian & Ubuntu works fine
20120220 08:59:43< Oleg> shadowm: Fedora & Cmake works fine
20120220 08:59:48< Oleg> shadowm: Just Fedora & Scons broken
20120220 08:59:56< Oleg> shadowm: Next build broken too
20120220 09:00:00< Oleg> shadowm: In similar way
20120220 09:00:43< shadowm> there's nothing system-specific about the changes in that commit, so presumably fedora's version of scons is different and may be doing something wrong
20120220 09:01:10< shadowm> now, how do I get to the logs?
20120220 09:01:52< shadowm> okay, I think I see what's wrong
20120220 09:02:43< shadowm> Oleg: it should try a clean build
20120220 09:02:58< Oleg> shadowm: One minute...
20120220 09:03:36< shadowm> perhaps with --config=force
20120220 09:03:43< Oleg> shadowm: How right clean build dir?
20120220 09:04:03< Oleg> shadowm: By scons
20120220 09:04:11< shadowm> okay, I'm not sure. Best ask loonycyborg
20120220 09:04:38< shadowm> I only know I tried a partial build, which worked; then a clean build after cleaning with -c, which also worked; then another clean build after passing --config=force, which also worked
20120220 09:04:53< Oleg> shadowm: I added "scons -c"
20120220 09:04:54< shadowm> as to how I was able to do that in less than two minutes, well, ccache. :p
20120220 09:05:20< shadowm> -c is equivalent to make clean, sort of
20120220 09:14:39< Oleg> shadowm: Added
20120220 09:14:50< Oleg> shadowm: ccache doesn't used :(
20120220 09:14:59< Oleg> shadowm: I found - scons use own cache system
20120220 09:15:00< Oleg> shadowm: http://www.scons.org/doc/0.92/HTML/scons-user.html#AEN1635
20120220 09:15:18< Oleg> shadowm: Do we have way to specify this "cache dir" from command-line?
20120220 09:17:06< shadowm> no idea
20120220 09:18:03< shadowm> but scons --help for the Wesnoth directory quickly led me to a very helpful screen which mentions a cachedir option
20120220 09:19:34< Oleg> shadowm: http://build.wesnoth.in/job/svn/75/Arch=x86,BUILD_SYSTEM=SCONS,OS=fedora15/console the same
20120220 09:21:33< shadowm> okay, no clue then. My knowledge of scons (or any other build system, for that matter) is particularly shallow.
20120220 09:22:26< Oleg> shadowm: cachedir=/path works
20120220 09:22:30< Oleg> shadowm: I about the error
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20120220 09:59:49< Oleg> shadowm: I confirmed error locally
20120220 10:00:22< Oleg> loonycyborg: You broked the build :_
20120220 10:00:48< Oleg> loonycyborg: http://build.wesnoth.in/job/svn/76/Arch=x86_64,BUILD_SYSTEM=SCONS,OS=fedora15/console same error locally on clean checkout
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20120220 10:06:35< Oleg> loonycyborg: ping
20120220 10:07:14< loonycyborg> Oleg: Actually ccache can be enabled with ccache=true
20120220 10:07:42< loonycyborg> That'll cause it to use 'ccache g++' instead of g++
20120220 10:08:21< loonycyborg> Though generally ccache ends up redundant.
20120220 10:09:16< Oleg> loonycyborg: I supported this already :)
20120220 10:09:24< Oleg> loonycyborg: You broke the trunk
20120220 10:09:29< Oleg> loonycyborg: http://build.wesnoth.in/job/svn/76/Arch=x86_64,BUILD_SYSTEM=SCONS,OS=fedora15/console
20120220 10:09:48< Oleg> loonycyborg: I checked it locally (Fedora 14 x86_64) with clean checkout and cache - confirmed
20120220 10:09:59< Oleg> loonycyborg: Do you need access to Fedora for check?
20120220 10:10:09< Oleg> loonycyborg: If you want - I can provide you access to virtual machine
20120220 10:10:13< loonycyborg> Could be useful.
20120220 10:10:18< Oleg> loonycyborg: Please send me you pubkey
20120220 10:12:51< loonycyborg> Sent it in a PM :P
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20120220 10:53:00< CIA-61> loonycyborg * r53132 /trunk/src/SConscript:
20120220 10:53:00< CIA-61> Fixed scons build on fedora
20120220 10:53:00< CIA-61> at least one of sources must be not in a helper lib to ensure that g++,
20120220 10:53:00< CIA-61> not gcc is used when linking.
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20120220 11:08:48-!- Topic for #wesnoth-dev: 1.10.1 planned for 25.2.; hard stringfreeze on branches/1.10 | 162 bugs, 327 feature requests, 16 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
20120220 11:08:48-!- Topic set by wesbot [~wesbot@asteria.debian.or.at] [Sun Feb 19 12:49:48 2012]
20120220 11:08:48[Users #wesnoth-dev]
20120220 11:08:48[ Aethaeryn ] [ erl ] [ koan ] [ shadowm ]
20120220 11:08:48[ AI0867 ] [ Espreon ] [ lansiirserver] [ shikadibot]
20120220 11:08:48[ Amu ] [ esr ] [ lobby ] [ Smar ]
20120220 11:08:48[ apoi ] [ felher ] [ loonybot ] [ Soliton ]
20120220 11:08:48[ Appleman1234 ] [ fendrin_ ] [ loonycyborg ] [ stikonas ]
20120220 11:08:48[ chpln ] [ happygrue] [ LordNasty ] [ Tigge ]
20120220 11:08:48[ chrisoelmueller] [ horon ] [ matthiaskrgr ] [ Upthorn ]
20120220 11:08:48[ CIA-61 ] [ Ingmar ] [ melinath ] [ vcap_ ]
20120220 11:08:48[ crimson_penguin] [ isaac ] [ Natasiel ] [ vultraz ]
20120220 11:08:48[ EdB ] [ Ivanovic ] [ noy ] [ wesbot ]
20120220 11:08:48[ ejls ] [ iwaim ] [ Oleg ] [ yann ]
20120220 11:08:48[ elias ] [ janebot ] [ Rhonda ] [ zookeeper ]
20120220 11:08:48[ enchilado ] [ knotwork ] [ Samual ] [ {V} ]
20120220 11:08:48-!- Irssi: #wesnoth-dev: Total of 52 nicks [0 ops, 0 halfops, 0 voices, 52 normal]
20120220 11:09:00-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009
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20120220 11:10:08< Ivanovic> moin
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20120220 13:32:25< Espreon> Ah, a native speaker of that one language has finally raised the issue I've been talking about.
20120220 13:33:18< Espreon> Grammatical gender and Wesnoth is a complete mess for many languages, as I've read, so blargh.
20120220 13:35:26< Espreon> Ivanovic: Godne morgen.
20120220 13:42:45< Espreon> Hmmm, and it will probably always be that way.
20120220 13:45:53< Espreon> Sadness.
20120220 13:56:51< Ivanovic> it is a "hard to fix" problem
20120220 13:57:43< Espreon> Indeed.
20120220 13:57:51< Espreon> A very, very hard-to-fix problem.
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20120220 14:08:06< Natasiel> about wesnoth engine, wml optimization and all... any forum threads on the subject?
20120220 14:09:26< Natasiel> is it better to have a bunch of variable structure eating ram or building those structures when needed to unbloat the savegames?
20120220 14:10:09< Ivanovic> there are no such threads
20120220 14:10:30< Ivanovic> our content creators don't consider stuff like savegame size or ram usage (at all!)
20120220 14:10:32< shadowm> WML variables don't have a very large memory footprint I think, and saved games are compressed and stored in disk, not RAM. More generally, Wesnoth does not keep the saved games' serialized WML in memory for longer than needed to write or read one.
20120220 14:11:07< shadowm> What it does keep in memory are state bits in an internal format that became more memory efficient (According to silene, anyway) in 1.9.x
20120220 14:12:11< Natasiel> was it done to fix memory leaks or only efficiency?
20120220 14:12:37< shadowm> efficiency. We shouldn't have memory leaks, as those are considered major bugs.
20120220 14:12:48< CIA-61> ivanovic * r53133 /branches/1.10/ (10 files in 8 dirs): updated German and Hungarian translation
20120220 14:12:48< CIA-61> ivanovic * r53134 /trunk/ (10 files in 9 dirs): updated German and Hungarian translation
20120220 14:13:27< shadowm> That said, Wesnoth (just like any other application) can allocate a great amount of memory and deallocate it immediately, but the process' virtual memory map won't shrink immediately in operating systems like Linux unless the kernel decides there's a good reason to take that allocation back and let other processes use it.
20120220 14:13:51< Natasiel> I noticed a lot of slowdown in wesnoth after long timeplay, enough to restart the client
20120220 14:14:15< Ivanovic> shadowm: don't forget about the image cache stuff which can really use *lots* of memory
20120220 14:14:27< Natasiel> shadowm, right
20120220 14:14:33< Ivanovic> and in larger scenarios you are using lots of memory for stuff like replays
20120220 14:14:33< zookeeper> i think it's very unlikely that slowdowns would occur due to having lots of big array variables or such
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20120220 14:15:09< shadowm> Ivanovic: I have never seen that reach the threshold of slowness.
20120220 14:15:42< Natasiel> I thought it might be by allocating and deallocating dynamic size objects in ram that caused fragmentation
20120220 14:16:07< shadowm> yes, a lot of allocations will inevitably cause fragmentation
20120220 14:16:18< Natasiel> but indeed, after some hours of play here, it crawls to unplayability
20120220 14:16:56< Natasiel> yet only sometimes, it is not really a bugger
20120220 14:16:57< shadowm> however, most people don't really need to know about this, and there's certainly more sources of VM fragmentation than just running WML events
20120220 14:18:08< Natasiel> so, I can safely go 100k savegame lines all the way?
20120220 14:18:24< shadowm> now, I believe developers tend to make sure to document specific WML constructs that aren't very performance friendly for one or another reason. [filter_wml] in SUFs is one of those because of the need to take a unit and serialize it into WML before comparing attributes.
20120220 14:18:38< Natasiel> keep all the required data structures in ram and not care optimization?
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20120220 14:20:02< Natasiel> good to know, other culprits beside [filter_wml]? (which I believe is present in [event]?)
20120220 14:21:21< shadowm> [filter_wml] is a very specific filter class that can be used in a SUF like [filter] and [filter_Second]
20120220 14:21:45< Natasiel> right, I just checked the wiki
20120220 14:22:08< shadowm> that's the only notably slow WML action I'm aware of, but [color_adjust] might also have an impact on the image cache in 1.8 (not sure about 1.10, alink optimized this)
20120220 14:22:51< shadowm> same goes for great amounts of different ToD lighting settings
20120220 14:24:08< shadowm> that would be both a performance and memory usage impact, since as we all know pixmaps tend to take a lot of space when uncompressed; the image cache uses RLE compressed surfaces, but who knows how much good that is with our non-trivial art
20120220 14:26:20< shadowm> in general, location or unit filtering operations are excellent candidates for optimization at the WML level, so, for example, if you know the gamestate won't change between two filtering operations, you may as well do the filtering once and cache the results
20120220 14:27:01 * Natasiel nods
20120220 14:27:09< shadowm> *two identical filtering operations
20120220 14:27:48< Natasiel> same goes for map terrain manipulation I guess
20120220 14:28:48< shadowm> assuming you aren't using replace_map to shrink or enlarge the map, the data structures size will probably remain more or less the same after a sequence of terrain changes
20120220 14:29:29< shadowm> the problem is that rebuilding transitions is slow. This might be why [terrain] doesn't trigger a redraw until the current event handler finishes
20120220 14:29:32< zookeeper> maybe you could also more precisely tell where the slowdowns occur
20120220 14:30:14< zookeeper> if the game is slower (with about the same number of units) even when you're just scrolling around doing nothing, then it surely has nothing to do with WML
20120220 14:30:14< Natasiel> like selecting specific tilesets at specific distances from certains element
20120220 14:31:10< Natasiel> eg put 6 keeps on map, only on grassland or hills at a distance of 10 tiles of any other keep (recursively checking for the newly placed keep too)
20120220 14:32:34< Natasiel> what are "transitions"?
20120220 14:33:19< shadowm> grassland has borders around water; that's an example of a terrain transition. Castle walls are also implemented in the form of transitions.
20120220 14:33:40< Natasiel> zookeeper, not at all, the slowdown actually remains when starting a new game from lobby
20120220 14:34:03< Natasiel> shadowm, ok I see
20120220 14:34:25< zookeeper> Natasiel, right... that's gotta be very annoying. have you monitored how much memory the game uses?
20120220 14:34:31< shadowm> Now I generally don't like maps larger than 50x50-ish both from gameplay and performance standpoints
20120220 14:35:52< Natasiel> zookeeper, so far I didn't bother much than restarting the client; I'll check it out next time
20120220 14:36:26< zookeeper> unfortunately the performance of the game overall is a huge travesty :|
20120220 14:36:32< shadowm> From the gameplay standpoint, if most of the map is not underground, I start to feel overwhelmed. From the performance standpoint, the larger the map is, the more cycles are required to perform pathfinding operation if there aren't enough obstacles.
20120220 14:37:17< shadowm> I think pathfinding goes/used to go completely haywire when approaching the 200x200 soft limit as well.
20120220 14:37:45< Natasiel> shadowm, I see, pathfinding is a cycle eater?
20120220 14:38:29< Natasiel> s/cycle/CPU cycle
20120220 14:38:46< shadowm> I haven't benchmarked it myself and I don't understand the algorithmic principle used in it, but I don't think it's too relevant unless you go above 100x100
20120220 14:39:27< Natasiel> thanks, that's an other good limitation to be aware of
20120220 14:39:53< shadowm> I really don't think anyone would run Wesnoth on machines slow enough to make it immediately obvious :p
20120220 14:40:24< shadowm> I for one don't have any trouble when running at 1 GHz on my own campaign
20120220 14:41:15< shadowm> granted, for gameplay reasons I keep all surface maps well below 50x50.
20120220 14:42:59< shadowm> the game's main bottleneck during the gameloop as far as I can tell (without benchmarks) is the gamemap rendering
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20120220 14:44:28< shadowm> pretty much every rendering operation uses a cache of some sort, otherwise the framerate would surely get stuck below 2 fps, but since Wesnoth uses software operations it's still rather slow.
20120220 14:45:49< shadowm> I imagine it'd be fun to try scrolling a 40x40 map that's full of water and bats while all animations are enabled in Preferences
20120220 14:46:37< Natasiel> indeed, pushing polygons and basic textures would much lighten the animation engine
20120220 14:47:51< shadowm> (disclaimer: I know absolutely nothing about graphics programming) I don't think polygons are very relevant since basically there are no masking operations besides hex masking
20120220 14:48:14< shadowm> and that's only used for the final terrain graphics and [item] images nowadays
20120220 14:49:00< shadowm> (i.e. more generally: unit animation frame rendering is no longer constrainted, and halos were never constrained to begin with)
20120220 14:49:51< Natasiel> constrained?
20120220 14:50:22< shadowm> I mean they aren't restricted to 72x72 hex masks
20120220 14:51:27< shadowm> I think at one point alink did say Wesnoth is mostly a heavy blitter and that's where the OpenGL porting effort (which died again) should focus
20120220 14:55:40< Natasiel> boucman's work did compile and run but it froze on main menu startup
20120220 14:56:29< Natasiel> (last time I checked)
20120220 14:57:31< Natasiel> is there any way to find out in files where all graphic operations are done?
20120220 14:59:20< Natasiel> guessing that an iso implementation could be a starter
20120220 14:59:50< shadowm> Wesnoth's source code is decidedly non-linear, so you may have trouble tracking down stuff without an IDE, a tracer, or a profiler/tracer
20120220 15:00:24< shadowm> for example, the scenario gameloop is four lines of code :p
20120220 15:02:00< shadowm> it helps that we make full use of C++'s object oriented programming capabilities
20120220 15:12:50< Natasiel> it might be worth a look someday, but for now it is still a sturdy shrouded slope on my map
20120220 15:14:36< Natasiel> thanks for the infos, that helps feel wml more familiar
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20120220 15:25:12< janebot> Wesnoth Forums | Developers’ Discussions • Re: Super-Obvious Ugly Strategic Map View by Gambit [ 02-20-2012 14:19 ] [ http://r.wesnoth.org/p521440 ]
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20120220 19:14:16< mordante> servus
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20120220 19:25:16< CIA-61> espreon * r53135 /trunk/po/ (wesnoth/uk.po wesnoth-editor/uk.po wesnoth-httt/uk.po): Updated the Ukrainian translation.
20120220 19:26:16< CIA-61> espreon * r53136 /branches/1.10/po/ (wesnoth/uk.po wesnoth-editor/uk.po wesnoth-httt/uk.po): Updated the Ukrainian translation.
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20120220 19:36:16< Espreon> mordante: Ic grete þe.
20120220 19:38:50< mordante> hi Espreon
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20120220 19:52:00< Ivanovic> hi Espreon
20120220 19:52:13< Ivanovic> Espreon: i just got a mail from the french translation maintainer asking me to remind you about his wescamp update
20120220 19:52:22< Ivanovic> have you received his mail(s)?
20120220 19:52:32< Ivanovic> one was supposed to be there about 10 days ago, the other 4 to 5 days ago
20120220 19:53:52< Espreon> Ah yes. I'll do that now.
20120220 19:54:00< Espreon> ... I really hate dealing with WesCamp II, though.
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20120220 20:30:31< CIA-61> anonymissimus * r53137 /trunk/src/floating_point_emulation.hpp: mute some MSVC warnings
20120220 20:30:43< CIA-61> anonymissimus * r53138 /trunk/projectfiles/VC9/wesnoth.vcproj: VC9 projectfile update
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20120220 21:27:54< mordante> stikonas, is it the intention we clone your repro?
20120220 21:27:58< mordante> repo*
20120220 21:28:32< stikonas> mordante: not necesseraly
20120220 21:29:24< stikonas> and if everybody cloned that repo, then that would use too much of my bandwidth
20120220 21:29:27< mordante> ok, else maybe somebody could create a clone on our server
20120220 21:29:53< mordante> yeah that's why I asked, already feared your bandwidth could be a problem
20120220 21:29:56< stikonas> mordante: if you wnat, you can still clone from me
20120220 21:30:05< stikonas> one or two copies should not be a problem
20120220 21:30:51< stikonas> mordante: although this is definetely unfinished repo. For example I can't fill in any more details in the authors file
20120220 21:31:55< stikonas> most of the details are filled in however. But somebody else would neet to finish it
20120220 21:32:40< stikonas> although 1.4 GB is suprisingly small size
20120220 21:33:01< stikonas> I thought it might be ~2GB, "git gc --aggressive" does its job well
20120220 21:33:01< mordante> not sure whether there are a lot of people who can, also wonder whether people care about the missing details
20120220 21:33:08< mordante> yeah I expected around 1.7 GB
20120220 21:35:24< mordante> I think we might be able to digg up some more email addresses, but not sure whether it's worth the effort, no idea whether these addresses are still valid
20120220 21:35:39< stikonas> there are a few current authors missing
20120220 21:36:02< stikonas> I was mostly using emails from gna.org, some of them are hidden
20120220 21:36:14< shadowm> doesn't gna.org have something like SF.net does? (@users.sourceforge.net)
20120220 21:36:36< stikonas> e.g. anonymissimus
20120220 21:36:59< shadowm> he is very anonymous, hence anonymissimus :p
20120220 21:37:39< stikonas> does he wear Guy Fawkes mask ;)?
20120220 21:37:46< mordante> stikonas, anonymissimus has an email address listed
20120220 21:37:55< mordante> there are some duplicates as well
20120220 21:37:59< mordante> dave/sirp
20120220 21:38:21< mordante> eleazar/Eleazar
20120220 21:38:21< stikonas> mordante: cvs/svn usernames
20120220 21:38:29< mordante> I expected that as well
20120220 21:38:40< stikonas> dublicates are OK
20120220 21:38:40< mordante> not sure how easy it is to merge them
20120220 21:39:11< stikonas> do you need to do anything about dublicates, they are handled automatically
20120220 21:39:28< mordante> ok
20120220 21:39:40< stikonas> and I can't see anonymissimus's email, I think only Wesnoth project members can see it
20120220 21:40:18< stikonas> but there is no rush to fill all details...
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20120220 21:40:46< mordante> stikonas, that's odd, I see them in the account-map you posted
20120220 21:41:23< stikonas> mordante: I've added all cvs/svn nicks to account-map, but not all details are filled in
20120220 21:41:58< shadowm> okay, I just realized my email client was in offline mode. I guess that's why I'm missing a huge amount of context here.
20120220 21:42:00< mordante> yeah, but anonymissimus has an email address
20120220 21:42:11< mordante> in that list
20120220 21:42:16< stikonas> indeed
20120220 21:42:34< mordante> that's the list I was looking at
20120220 21:42:52< stikonas> yeah, my mistake. Still there are some others who are missing
20120220 21:43:18< mordante> yes but they seem to be developers who are no longer active
20120220 21:45:47< stikonas> the newest one, that is still missing is mcshark
20120220 21:46:03< stikonas> but his last commit was in 2010
20120220 21:48:05< loonycyborg> stikonas: What are you doing exactly? Converting wesnoth to git?
20120220 21:49:04< mordante> I'm off night
20120220 21:49:32< stikonas> loonycyborg: not exactly. It might still be esr who does that. But I have previously converted a few projects to KDE, so I tried to see how well does svn2git work.
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20120220 21:50:13< stikonas> but what I posted is indeed an experimental git conversion...
20120220 21:50:22< esr> stikonas: It's the least weak alternative to reposurgeon. Your idea of using it as validity check is good.
20120220 21:56:28< stikonas> and it seems that the conversion itself is faster than compressing the repository. "git gc --aggressive" took ages...
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20120220 22:07:18< loonycyborg> stikonas: How do you transfer commit/push rights?
20120220 22:08:57< stikonas> loonycyborg: do you mean svn acounts->names?
20120220 22:09:04< Ivanovic> stikonas, esr: i used some git2svn project to convert some snes emulator for the pandora away from some (private) svn rep to github
20120220 22:09:20< Ivanovic> that one worked nicely, too (though it is likely that it is the very same that stikonas already used)
20120220 22:09:39< stikonas> the one I used requires some rule writing
20120220 22:09:48< loonycyborg> stikonas: Yes. That too. It doesn't seem to remember account names, only full names and mail addresses.
20120220 22:09:57< Ivanovic> what i converted was a flat thing without even a trunk/ folder
20120220 22:09:58< Ivanovic> ;)
20120220 22:10:02< esr> Ivanovic: git-svn is good for live gatewaying, not so good for full conversions.
20120220 22:10:03< stikonas> loonycyborg: https://stikonas.homelinux.org/files/wesnoth/account-map
20120220 22:10:19< stikonas> that's a hand compiled list
20120220 22:10:24< Ivanovic> esr: what i used when doing that conversion was a clean and full conversion
20120220 22:10:29< Ivanovic> using some svn2git script
20120220 22:10:32< esr> Ivanovic: And almost any of the tools will work well on linear repis
20120220 22:10:57< Ivanovic> okay, found it, i used this one: https://github.com/nirvdrum/svn2git
20120220 22:11:01< stikonas> wesnoth's repository is not fully linear. It has some merges.
20120220 22:11:12< loonycyborg> stikonas: But when such a repo goes into production how do you ensure that all those guys can actually push? :P
20120220 22:11:13< Ivanovic> but as i said, a flat svn which is fully linear and rather boring
20120220 22:11:21< stikonas> Ivanovic: that's another tool, they just all share the same name :(
20120220 22:11:43< Ivanovic> ugh, that sucks!
20120220 22:12:02< stikonas> loonycyborg: that's not my job :). Somebody said that wesnoth might even migrate to sf.net
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20120220 22:18:00< Ivanovic> loonycyborg: basically the same way as it was done during the conversion from gnu.org to gna.org: message to the ML asking everyone to ask for membership in the group at the new host and including their irc/forum/whatever nick in the request
20120220 22:18:38< Ivanovic> with other words: there is no automatic conversion since you can't be sure the same accountnames belong to the same users at different services
20120220 22:19:14< CIA-61> ivanovic * r53140 /branches/1.10/po/ (5 files in 3 dirs): updated French and Galician translation
20120220 22:19:20< loonycyborg> Understood.
20120220 22:19:21< CIA-61> ivanovic * r53139 /trunk/po/ (6 files in 4 dirs): updated French and Galician translation
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20120220 23:39:07< CIA-61> elias * r53141 /trunk/data/tools/ (unit_tree/animations.py unit_tree/html_output.py wmlunits): [wmlunits] Create animation statistics again. Sort unit tree overviews differently.
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--- Log closed Tue Feb 21 00:00:37 2012