--- Log opened Sat Mar 10 00:00:15 2012 20120310 00:17:14-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] 20120310 00:23:27-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120310 00:49:48-!- wesbot changed the topic of #wesnoth-dev to: 165 bugs, 329 feature requests, 13 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20120310 00:52:26< Espreon> I love how Resize Map's copy edge terrain function seems to do nothing. 20120310 00:56:11-!- Danceman [~Danceman@a94-132-158-220.cpe.netcabo.pt] has quit [Quit: Leaving] 20120310 01:00:29-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 245 seconds] 20120310 01:16:07< shadowm> Espreon: it works in 1.10 20120310 01:17:24< Espreon> Doesn't for me. 20120310 01:17:50< shadowm> Make sure you are actually resizing the map. 20120310 01:17:59< Espreon> I was actually resizing it. 20120310 01:18:23< shadowm> Then file a bug with steps to reproduce. 20120310 01:19:13< Espreon> All right. 20120310 01:21:11< Ivanovic> Espreon: have you resized using an even or an odd number of hex fields? 20120310 01:21:28< Ivanovic> yes, this obviously makes a difference 20120310 01:22:40< Espreon> Odd. 20120310 01:23:03< shadowm> no, it doesn't make a difference as to whether that particular function works or not 20120310 01:23:18< shadowm> the only difference is in the spatial layout, not the contents 20120310 01:25:06< Espreon> LOL, wut? 20120310 01:25:23< Espreon> Ah, with that. 20120310 01:27:44-!- horon [~horon@nttkyo322045.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20120310 01:40:15-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20120310 01:41:14-!- Upthorn [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has quit [Ping timeout: 265 seconds] 20120310 01:49:18-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20120310 01:49:19-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 245 seconds] 20120310 01:51:17-!- mjs-de [~mjs-de@g224185150.adsl.alicedsl.de] has quit [Remote host closed the connection] 20120310 01:57:53-!- neph [~neph@02de475b.bb.sky.com] has quit [Read error: Connection reset by peer] 20120310 02:08:37< CIA-134> espreon * r53479 /trunk/data/core/images/themes/rightside-editor-bg.png: Ran umcpropfix. 20120310 02:37:24-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: Computer has gone to sleep.] 20120310 02:40:41-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20120310 02:45:59-!- StealthyCoin [~StealthyC@adsl-99-35-216-182.dsl.pltn13.sbcglobal.net] has joined #wesnoth-dev 20120310 02:52:33-!- Johannes13 [~Johannes@p4FDEB12F.dip.t-dialin.net] has joined #wesnoth-dev 20120310 02:52:40-!- Johannes13 [~Johannes@p4FDEB12F.dip.t-dialin.net] has quit [Changing host] 20120310 02:52:40-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20120310 03:06:02-!- matthiaskrgr [matthiaskr@109.73.162.119] has quit [Excess Flood] 20120310 03:07:20-!- matthiaskrgr [matthiaskr@109.73.162.119] has joined #wesnoth-dev 20120310 03:10:03-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20120310 03:19:21-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20120310 03:20:37-!- happygrue [~quassel@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20120310 03:39:13-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has quit [Ping timeout: 245 seconds] 20120310 03:40:45< anonymissimus> Espreon: seems I can choose only loyals in trunk's ANL 20120310 03:41:20< anonymissimus> should be a blocker for next 1.10 release, considering how often it is played 20120310 03:41:32< anonymissimus> those changes were pre 1.10 IIRC 20120310 03:44:22< Espreon> Loyalists are to be the only choice. And I think you're only supposed to be able to play as a bunch of Lieutenants. 20120310 03:45:17< anonymissimus> I recall playing it as a white mage in 1.8 20120310 03:45:45< anonymissimus> well no, seems to its working as expected atm, so screw my words above 20120310 03:46:20< anonymissimus> also, I'm pretty certain there would have been bug reports about it by now 20120310 03:46:33< anonymissimus> if the behavior had changed 20120310 03:46:49< Espreon> Yeah. 20120310 03:47:13-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20120310 03:52:21-!- StealthyCoin [~StealthyC@adsl-99-35-216-182.dsl.pltn13.sbcglobal.net] has quit [Quit: StealthyCoin] 20120310 03:55:29-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: done building targets] 20120310 03:55:55-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has joined #wesnoth-dev 20120310 04:26:01-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20120310 04:26:15-!- Ivanovic_ [~ivanovic@dtmd-4db2a494.pool.mediaWays.net] has joined #wesnoth-dev 20120310 04:27:43-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120310 04:29:57-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 248 seconds] 20120310 04:29:58-!- Johannes13_ is now known as Johannes13 20120310 04:30:05-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 260 seconds] 20120310 04:30:10-!- Ivanovic_ is now known as Ivanovic 20120310 04:46:33-!- Elvish_Pillager [~eli@dhip-149.coburn.residences.colby.edu] has quit [Ping timeout: 252 seconds] 20120310 05:03:31-!- Gambit [~gambit@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20120310 05:07:05-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 252 seconds] 20120310 06:02:08-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has joined #wesnoth-dev 20120310 06:39:47-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has quit [Quit: oldtopman has left the house] 20120310 06:45:32-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20120310 06:48:28-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120310 06:50:52-!- horon [~horon@nttkyo322045.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20120310 07:24:46-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20120310 07:58:34-!- horon [~horon@nttkyo322045.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20120310 08:16:29-!- atomicbomb [~quassel@180.248.164.206] has joined #wesnoth-dev 20120310 08:24:14-!- Upth [~ogmar@76-220-38-198.lightspeed.sntcca.sbcglobal.net] has joined #wesnoth-dev 20120310 08:24:14-!- Upth is now known as Upthorn 20120310 08:24:39-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20120310 08:26:51-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20120310 08:27:50-!- mordante [~mordante@roadie.xs4all.nl] has joined #wesnoth-dev 20120310 08:27:50-!- mordante [~mordante@roadie.xs4all.nl] has quit [Changing host] 20120310 08:27:50-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20120310 08:28:05< mordante> servus 20120310 08:28:19-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has joined #wesnoth-dev 20120310 08:30:35< vultraz> hey mordante 20120310 08:30:47< mordante> hi vultraz 20120310 08:32:38< mordante> vultraz, you were looking for me recently 20120310 08:32:56< vultraz> mordante: how could I do this? : have two columns, both with listboxs, the second of which has its contents chance based on the currently selected item in the first listbox 20120310 08:33:23< vultraz> I *think* it can be done, but not sure 20120310 08:34:05< mordante> gui1 or gui2 20120310 08:34:06< mordante> ? 20120310 08:34:38< vultraz> well, using the lua bindings, so I'm assuming GUI2 20120310 08:35:07< vultraz> (there's no other way to make custom windows for in-game, is there?) 20120310 08:36:10< mordante> indeed Lua is GUI@ 20120310 08:36:13< mordante> 2* 20120310 08:36:21< mordante> and no there is no other way 20120310 08:36:25-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 246 seconds] 20120310 08:36:35-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Read error: Connection reset by peer] 20120310 08:36:48< Espreon> Sadness. 20120310 08:36:56< mordante> I think the best is to look at the gamestate inspector 20120310 08:37:47-!- MeccaGod [majs@host189-199.bornet.net] has joined #wesnoth-dev 20120310 08:43:54-!- timotei [~timotei@188.24.3.246] has joined #wesnoth-dev 20120310 08:43:54-!- timotei [~timotei@188.24.3.246] has quit [Changing host] 20120310 08:43:54-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120310 08:45:56-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20120310 08:52:25< vultraz> mordante: well, I know how to use set_dialog_value to change stuff like a label's or an image's value, but how could I do something similar on the entire toggle_panel 20120310 08:53:01< mordante> not sure, I don't know too much about the Lua bindings 20120310 08:53:13< mordante> also don't have time to improve them 20120310 08:54:05 * vultraz wishes Exasperation would get back 20120310 08:54:39-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20120310 08:54:42< Espreon> vultraz: PM him... 20120310 08:54:49< vultraz> Espreon: I did 20120310 08:55:19< Espreon> mordante: May we know what you do have time to do? 20120310 08:55:35< Espreon> mordante: Also, ic grete þe. 20120310 08:55:40-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has joined #wesnoth-dev 20120310 08:57:39< mordante> hi Espreon 20120310 08:58:05< mordante> Espreon, working on the floating point emulation improvements for the Pandora at the moment 20120310 08:58:23< vultraz> what's the Pandora 20120310 08:58:28< mordante> and on a paper for improving addon server 20120310 08:58:44< mordante> vultraz, http://openpandora.org/ 20120310 08:59:47< vultraz> lol. looks like a DS 20120310 08:59:48< vultraz> XD 20120310 09:03:03< Espreon> mordante: Uh huh, I see. And may we know if have you begun this paper? 20120310 09:03:35-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Read error: Connection reset by peer] 20120310 09:07:27-!- timotei [~timotei@188.24.3.246] has joined #wesnoth-dev 20120310 09:07:30-!- ancestral [~ancestral@71-34-25-87.mpls.qwest.net] has quit [Quit: And that’s the end of THAT chapter.] 20120310 09:07:37-!- timotei [~timotei@188.24.3.246] has quit [Changing host] 20120310 09:07:37-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120310 09:18:00-!- Ivanovic [~ivanovic@dtmd-4db2a494.pool.mediaWays.net] has quit [Changing host] 20120310 09:18:01-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20120310 09:18:20< Ivanovic> moin 20120310 09:19:37< vultraz> hey 20120310 09:35:31< vultraz> fendrin_: you there? 20120310 09:39:31< mordante> Espreon, I started, in fact the first draft is almost done 20120310 09:39:33< mordante> hi Ivanovic 20120310 09:46:49< vultraz> fendrin_: compile error: http://imagebin.org/202718 20120310 09:47:35< mordante> vultraz, just curious which compiler do use? 20120310 09:47:53< vultraz> LLVM 20120310 09:48:12< mordante> output looks nice in XCode 20120310 09:49:13< Espreon> mordante: Ah, nice. 20120310 09:51:02< vultraz> mordante: it is :) 20120310 09:51:45< vultraz> you can even see the details (like in Scons) by clicking the little arrow next to each file 20120310 09:51:54< CIA-134> ivanovic * r53481 /trunk/data/core/about.cfg: updated Slovak about entries 20120310 09:51:57< CIA-134> ivanovic * r53480 /branches/1.10/data/core/about.cfg: updated Slovak about entries 20120310 09:52:30< mordante> vultraz, I think you should remove unit_palette from your project file 20120310 09:52:56< mordante> the file won't compile and isn't used with cmake 20120310 09:54:10< vultraz> heh. guess fendrin_'s still working on it 20120310 09:54:15 * vultraz removes 20120310 09:54:43< mordante> or accidentally committed the file 20120310 09:55:33< mordante> but AI0867 broke my compiler setup so can't compile the latest trunk at the moment 20120310 09:56:12< vultraz> builds now 20120310 09:56:27< mordante> but does it also link ... ;-) 20120310 09:57:50< vultraz> yup 20120310 09:59:23< mordante> good 20120310 10:00:01-!- enchilad1 [~enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20120310 10:00:04< vultraz> can someone commit this update to the projectfile? http://pastebin.com/raw.php?i=GUdCALdb 20120310 10:00:07-!- enchilado [~enchilado@defocus/yummy/enchilado] has quit [Disconnected by services] 20120310 10:00:11-!- enchilad1 is now known as enchilado 20120310 10:00:21< mordante> vultraz, I will 20120310 10:00:56< vultraz> thanks :) 20120310 10:01:17< mordante> no problem 20120310 10:05:01-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Read error: Connection reset by peer] 20120310 10:05:27-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20120310 10:05:29< CIA-134> mordante * r53483 /trunk/projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: 20120310 10:05:29< CIA-134> Update XCode project file. 20120310 10:05:29< CIA-134> Patch provided by vultraz. 20120310 10:05:31< CIA-134> mordante * r53482 /trunk/src/tracer.hpp: 20120310 10:05:31< CIA-134> Make the ttracer non-copyable. 20120310 10:05:31< CIA-134> It makes conceptually no sense to have the class copyable. 20120310 10:10:25< vultraz> :) 20120310 10:15:17< CIA-134> ivanovic * r53484 /trunk/po/ (10 files in 10 dirs): updated Italian and Korean translation 20120310 10:15:20< CIA-134> ivanovic * r53485 /branches/1.10/ (13 files in 12 dirs): updated Italian and Korean translation 20120310 10:19:47< Ivanovic> mordante: so is there something for me to test regarding the "integer scaling"? 20120310 10:27:01< mordante> Ivanovic, not yet, still working on some things 20120310 10:27:09< Ivanovic> okay 20120310 10:27:22< mordante> will let you know it I need something tested 20120310 10:29:25< vultraz> mordante: unfortunately, I get that string disposal error, so I can only access the editor :S 20120310 10:29:54-!- MeccaGod [majs@host189-199.bornet.net] has quit [] 20120310 10:29:54< vultraz> is there any progress on that error, BTW? 20120310 10:30:46< mordante> vultraz, not really it looks like a compiler issue 20120310 10:31:04< mordante> especially since the official mac builds do not exhibit the issue 20120310 10:32:01< vultraz> issue with LLVM? 20120310 10:32:22< mordante> yeah or its standard library 20120310 10:32:33< mordante> not sure whether it uses the g++ library or its own 20120310 10:33:43< vultraz> humm 20120310 10:34:04< Ivanovic> llvm is just a completely different beast compared to gcc 20120310 10:34:21< Ivanovic> probably similar to the differences between a vc++ and a gcc build on windows 20120310 10:34:33< Ivanovic> (due to some ifdef we allow both IIRC) 20120310 10:34:43< vultraz> maybe apple'll fix it soon 20120310 10:34:45< Ivanovic> mordante: have you tried to use llvm on linux as compiler and see how this works? 20120310 10:35:11< mordante> Ivanovic, jein only compile tested, not executed the result 20120310 10:35:25< Ivanovic> compile worked? 20120310 10:35:27< mordante> will do once llvm moves to Debian stable 20120310 10:35:34< Ivanovic> might make sense to try to also start it then 20120310 10:35:39< mordante> yes compilation works 20120310 10:35:46< Ivanovic> that is: what have you done to use llvm as compiler? 20120310 10:35:59< Ivanovic> IIRC i got llvm installed on my gentoo desktop and could give it a spin, too 20120310 10:37:18< mordante> I did "cd /usr/lib/ccache/ && ln -s ../../bin/ccache clang" for ccache 20120310 10:37:34-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has joined #wesnoth-dev 20120310 10:37:38-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has quit [Changing host] 20120310 10:37:38-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120310 10:38:31< mordante> and then simply "cmake -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang PATH_TO_WESNOTH" 20120310 10:39:20< mordante> clang will complain a lot about unused options with ccache, but you can ignore them 20120310 10:39:45< mordante> I only compile in a chroot and rather not run as root from there 20120310 10:39:50< Ivanovic> vultraz: which one are you trying to build? 20120310 10:39:54< Ivanovic> trunk or 1.10? 20120310 10:40:04< vultraz> trunk 20120310 10:40:16< mordante> so rather wait until the next Debian Stable release 20120310 10:40:59< vultraz> Ivanovic: why? 20120310 10:41:20< Ivanovic> vultraz: because that is what i would test here... 20120310 10:41:33< vultraz> ah 20120310 10:42:54< Ivanovic> currently building clang, llvm itself is long installed 20120310 10:43:53< mordante> yeah in Gentoo it is, the version in Debian can't compile Wesnoth 20120310 10:44:12< mordante> starting with version 2.9 or 3.0 it was able to compile Wesnoth 20120310 10:44:38< vultraz> wesbot: seen Exasperation 20120310 10:44:38< wesbot> vultraz: The person with the nick Exasperation last spoke 46d 6h ago. 45d 10h ago they were seen quitting on the channel #wesnoth with the message: Client Quit 20120310 10:44:42< vultraz> errr 20120310 10:44:46< vultraz> :S 20120310 10:53:52-!- retr0virus [~vyrm@static-213-182-114-024-teleos.ewe-ip-backbone.de] has joined #wesnoth-dev 20120310 10:55:33-!- mjs-de [~mjs-de@g224185150.adsl.alicedsl.de] has joined #wesnoth-dev 20120310 10:58:25-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20120310 10:58:53-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120310 11:10:49-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20120310 11:14:41< vultraz> fendrin_: IMHO, the editor brushes looked better before you made them transparent 20120310 11:19:51< CIA-134> mordante * r53486 /trunk/doc/design/ (6 files in 2 dirs): 20120310 11:19:51< CIA-134> Add the initial draft of the new addon server. 20120310 11:19:51< CIA-134> The draft is still preliminary and needs polishing and extending. 20120310 12:07:51-!- stikonas [~gentoo@bcm-131-111-216-70.girton.cam.ac.uk] has joined #wesnoth-dev 20120310 12:07:51-!- stikonas [~gentoo@bcm-131-111-216-70.girton.cam.ac.uk] has quit [Changing host] 20120310 12:07:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120310 12:10:56< fendrin_> hi vultraz, mordante 20120310 12:11:27< Ivanovic> vultraz: now trying to build using clang 20120310 12:17:14-!- atomicbomb [~quassel@180.248.164.206] has quit [Remote host closed the connection] 20120310 12:20:12< vultraz> mk 20120310 12:21:23-!- Gallaecio [~quassel@84.120.113.193.dyn.user.ono.com] has quit [Remote host closed the connection] 20120310 12:23:11< Ivanovic> mordante: interested in the build output with the latest clang? 20120310 12:24:14-!- Gallaecio [~quassel@84.120.113.193.dyn.user.ono.com] has joined #wesnoth-dev 20120310 12:25:28< Ivanovic> with strict compilation on it directly fails at the beginning: 20120310 12:25:50< Ivanovic> http://pastebin.com/851La9Mg 20120310 12:34:32-!- negusnyul [~negusnyul@dsl4E5CCA65.pool.t-online.hu] has joined #wesnoth-dev 20120310 12:35:27< Ivanovic> with strict compilation off it seems to just build, but to be sure that it is easy to assign errors i am just building with one thread 20120310 12:41:41< Ivanovic> vultraz: a clang/llvm compiled wesnoth trunk starts here 20120310 12:42:00< vultraz> :( 20120310 12:42:15< vultraz> I think it does for timotei too 20120310 12:42:20< vultraz> :( 20120310 12:47:21-!- atomicbomb [~quassel@125.160.87.131] has joined #wesnoth-dev 20120310 13:09:51< mordante> Ivanovic, somehow the function name is rather ironic 20120310 13:10:07< Ivanovic> jepp 20120310 13:10:31< mordante> not sure whether I have the strict flags enabled in my build 20120310 13:11:00< Ivanovic> without the strict flag it compiles without further warnings 20120310 13:12:28< mordante> ok, strict is enabled in my build no idea why it doesn't trigger 20120310 13:20:26-!- matthiaskrgr [matthiaskr@109.73.162.119] has quit [Excess Flood] 20120310 13:24:46< CIA-134> mordante * r53487 /trunk/src/attack_prediction.cpp: 20120310 13:24:46< CIA-134> Fix some issues introduced in r53470. 20120310 13:24:46< CIA-134> The author of patch #3083 posted a followup post fixing: 20120310 13:24:46< CIA-134> - Some unwanted changes from unsigned to signed, forcing extra casts. 20120310 13:24:46< CIA-134> - C-style casts to C++-style casts. 20120310 13:24:47< CIA-134> - Reverted code that allowed for both units to die (which is not allowed). 20120310 13:28:10< CIA-134> mordante * r53488 /trunk/src/ (tracer.cpp tracer.hpp): 20120310 13:28:10< CIA-134> Let the tracer also output the function name. 20120310 13:28:10< CIA-134> This makes it easier when multiple tracers are used. When using gcc a 20120310 13:28:10< CIA-134> more verbose, non-standard, method is used. 20120310 13:34:18-!- matthiaskrgr [malsasan@109.73.162.119] has joined #wesnoth-dev 20120310 13:35:29< fendrin_> vultraz: About the transparent editor brushes. You saw my last commit which based the terrain_palette on top of a template class? It also bound palettes to the editor tools. Meaning that the palette which is drawn depends on the editor tool being selected. 20120310 13:40:06< fendrin_> vultraz: The next step is to make the brushes bound to a tool or a palette as well. The selected (terrain) brush makes sense in context of some of the tools. 20120310 13:40:51< fendrin_> In context of other tools no brush or a different set of them are going to be displayed. 20120310 13:42:58< fendrin_> The starting position placement tool for example does neither need the terrain palette (or any palette) nor the brush bar. 20120310 13:44:51< fendrin_> vultraz: Thus the brushes get more in the direction of the current terrains. They are no longer static you can't determine how many and the exact position of them. 20120310 13:46:04< fendrin_> I made them transparent so they group better with the already transparent terrains. 20120310 13:47:29< fendrin_> I fully agree that they are ugly right now. But that is a matter of bad art. I hope that an artist will take care about the editor once it is stable and no longer changing. 20120310 13:47:52< vultraz> ahh 20120310 13:48:05< vultraz> what do you intend them to look like in the end 20120310 13:48:28< vultraz> and the palette in general 20120310 13:50:30< fendrin_> Well, they could for example be in the same style as the up down / terrain buttons above them. 20120310 13:50:55-!- Gambit [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20120310 13:51:52< fendrin_> I do not plan any cosmetic changes to how the palette should look like. 20120310 14:05:18-!- atomicbomb [~quassel@125.160.87.131] has quit [Remote host closed the connection] 20120310 14:07:05-!- Elvish_Pillager [~eli@dhip-149.coburn.residences.colby.edu] has joined #wesnoth-dev 20120310 14:07:27< CIA-134> mordante * r53489 /trunk/src/font.hpp: 20120310 14:07:27< CIA-134> Remove an unused function. 20120310 14:07:28< CIA-134> Discovered by Ivanovic using clang. 20120310 14:14:48-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20120310 14:17:30-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has joined #wesnoth-dev 20120310 14:17:38-!- stikonas [~and@bcm-131-111-216-70.girton.cam.ac.uk] has quit [Changing host] 20120310 14:17:38-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120310 14:19:14< vultraz> fendrin_: do the brushes need pressed and active image variants? 20120310 14:22:38< fendrin_> vultraz: No 20120310 14:22:54< vultraz> good. simplifies things :) 20120310 14:23:07< fendrin_> Yeah, I could implement support for that. 20120310 14:27:14-!- atomicbomb [~quassel@180.246.190.127] has joined #wesnoth-dev 20120310 14:29:36< CIA-134> mordante * r53490 /trunk/src/ (map_label.cpp map_label.hpp): 20120310 14:29:36< CIA-134> Let operator= return a reference. 20120310 14:29:36< CIA-134> Also add a test for self assignment. Issue discovered by cppcheck. 20120310 14:29:39< CIA-134> mordante * r53491 /trunk/src/map.cpp: 20120310 14:29:39< CIA-134> Don't use string::c_str() to create a string. 20120310 14:29:39< CIA-134> Issue found by cppcheck. 20120310 14:34:51-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20120310 14:40:57-!- Netsplit *.net <-> *.split quits: Rhonda, hopman- 20120310 14:40:58-!- Rhonda [~rhonda@anguilla.debian.or.at] has joined #wesnoth-dev 20120310 14:41:20-!- Netsplit over, joins: hopman- 20120310 14:46:25< vultraz> fendrin_: ok, PMed some brush images 20120310 14:46:45< vultraz> what do you think? 20120310 14:55:48< fendrin_> vultraz: Somehow I had complete different exceptions. I thought they would stay transparent to fit with the terrain images but the brush itself, would get the 3d look and feel of the arrow buttons. That is of course much harder to do. 20120310 14:56:14< vultraz> humm 20120310 14:56:30< vultraz> AHH I see what you mean 20120310 14:56:32< vultraz> hummm 20120310 14:56:59< fendrin_> s/exceptions/expection 20120310 14:58:46-!- retr0virus [~vyrm@static-213-182-114-024-teleos.ewe-ip-backbone.de] has quit [Quit: Ein Nichts im Nichts und ins Nichts vertrieben!] 20120310 14:59:51-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has joined #wesnoth-dev 20120310 15:01:05< fendrin_> vultraz: Maybe it is still too early to start an something that is more work. The current layout is not finished, maybe the brushes will get their old position back in which case they need to be grey again. 20120310 15:03:29< fendrin_> vultraz: But I need definitely a toolbar button icon for the item and soundsource tool. 20120310 15:05:06< vultraz> you mean the one that goes on the tool's button? 20120310 15:07:00-!- EdB [~edb@ARennes-357-1-225-105.w2-14.abo.wanadoo.fr] has joined #wesnoth-dev 20120310 15:08:05< vultraz> hum 20120310 15:08:33< vultraz> not sure what image would represent items and soundsources 20120310 15:08:44< vultraz> and still be recognizable as such 20120310 15:11:06-!- EdB [~edb@ARennes-357-1-225-105.w2-14.abo.wanadoo.fr] has quit [Client Quit] 20120310 15:11:37< fendrin_> vultraz: soundsources is a music note with waves. 20120310 15:17:14-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has quit [Ping timeout: 245 seconds] 20120310 15:19:58-!- the_new_lipk [~lipk@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20120310 15:38:17-!- horon [~horon@nttkyo322045.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20120310 15:45:08< vultraz> fendrin_: what about items? 20120310 15:50:41-!- enchilado [~enchilado@defocus/yummy/enchilado] has quit [Quit: BBL->] 20120310 16:02:01-!- atomicbomb [~quassel@180.246.190.127] has quit [Remote host closed the connection] 20120310 16:02:36< fendrin_> vultraz: something that represents objects in general. 20120310 16:02:52< fendrin_> vultraz: A package? 20120310 16:03:07< vultraz> hummm 20120310 16:03:39< vultraz> maybe 20120310 16:03:48< vultraz> but a package doesn't really scream ITEMS 20120310 16:05:45< fendrin_> Well, more abstract, just a square. 20120310 16:05:53< fendrin_> A box 20120310 16:06:27< mordante> Ivanovic, do you have a script to cross-compile Wesnoth for the pandora? 20120310 16:11:54< CIA-134> alarantalara * r53492 /trunk/data/core/terrain-graphics/new-macros.cfg: reduce the number of unique terrain flags 20120310 16:42:08< vultraz> fendrin_: humm... 20120310 16:42:16< vultraz> well, I'll see what I can do 20120310 16:42:34< vultraz> as for the brushes, I /think/ I can do them 20120310 16:52:22< Ivanovic> mordante: no need for a script 20120310 16:52:28< Ivanovic> mordante: have you installed the toolchain? 20120310 16:53:06< Ivanovic> after toolchain installation you'll see a file ~/pandora-dev/sdk_utils/PandoraToolchain.cmake 20120310 16:53:13< Ivanovic> at the end of this file you see the cmake call i use 20120310 16:53:41< Ivanovic> afterwards just "make -j6" and then i copy the data and whatnot files to generate a pnd 20120310 16:56:17< mordante> Ivanovic, yeah I installed the toolchain, thanks to the pointer for the sample 20120310 17:09:50-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120310 17:19:43< CIA-134> alarantalara * r53493 /trunk/data/core/terrain-graphics.cfg: draw rubble underneath walls 20120310 17:28:35-!- Rhonda [~rhonda@anguilla.debian.or.at] has quit [Changing host] 20120310 17:28:35-!- Rhonda [~rhonda@wesnoth/developer/rhonda] has joined #wesnoth-dev 20120310 17:28:41< CIA-134> alarantalara * r53494 /trunk/data/core/terrain-graphics/keep.cfg: lower keep layer to allow rubble to be drawn above it 20120310 17:44:50< vultraz> Alarantalara: I mentioned this before, but wouldn't it make sense to have the dry hill terrain in the desert group as well as rough? http://pastebin.com/4hQwEVPx 20120310 17:52:09< Alarantalara> vultraz: I'm not sure... there are already desert hills in desert, but most of the other dry terrains are there 20120310 17:55:20< vultraz> by desert kills you mean the 'dunes' terrain? 20120310 17:55:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120310 17:55:28< vultraz> hills* 20120310 17:56:15< Alarantalara> That's what it's called by name, but the art looks like recoloured hills 20120310 17:57:05< vultraz> well, I've seen maps where the dry hills are used a lot in deserts (eg AtS) 20120310 17:57:18< vultraz> and dry hills fit well into the desert theme 20120310 17:58:54< vultraz> and it's sorta inconvenient to switch groups just to get at that one good desert-ish terrain while drawing desert maps 20120310 18:04:15< the_new_lipk> zookeeper: around? 20120310 18:05:37< Alarantalara> I think I'll think about it for a bit. I'm somewhat afraid that it keep growing with dry grass being the next to try to get in 20120310 18:05:49< zookeeper> the_new_lipk, kinda 20120310 18:08:28< the_new_lipk> I took a look on the code and I think I could do that gamemod-thingie we were talking about yesterday 20120310 18:08:43< the_new_lipk> what I'd need help with is deciding on the terminology 20120310 18:08:44< vultraz> Alarantalara: hum....I hadn't thought of dry grass, but it might make sense :P 20120310 18:09:31< the_new_lipk> zookeeper: how to call the new tag, what text to display on the interface etc 20120310 18:11:10< Alarantalara> vultraz: at any rate, I'm unwilling to add more terrains to the desert group until I'm reasonably sure where the boundary should be 20120310 18:13:50< zookeeper> the_new_lipk, okay... 20120310 18:13:52-!- Upthorn [~ogmar@76-220-38-198.lightspeed.sntcca.sbcglobal.net] has quit [Ping timeout: 272 seconds] 20120310 18:15:15< vultraz> Alarantalara: well, IMHO, wouldn't that limit be to not add any terrain you wouldn't reasonably expect to see in a desert or dry environment? 20120310 18:17:20< vultraz> for example, if you do see grass, it would be dry, not semi-dry, therefore only the dry grass terrain would be in the desert group 20120310 18:17:27< vultraz> see grass in a desert* 20120310 18:18:42< Alarantalara> The problem is that this can appear in what would otherwise be desert: http://looklex.com/libya/wadi_kuf.htm 20120310 18:19:05< Alarantalara> It's a bit extreme, but it's a river valley in the middle of Libya which is mostly desert 20120310 18:22:27< vultraz> well, for that, people would go to the forest group ^_^ 20120310 18:23:41< vultraz> trees are not exactly terrain you'd use in a desert map 20120310 18:25:04< Alarantalara> A different part of that wadi from above: http://maps.google.ca/maps?q=wadi+kuf&hl=en&ll=32.051517,20.496969&spn=0.06329,0.097418&sll=32.389239,12.711182&sspn=8.067146,12.469482&hq=wadi+kuf&t=h&z=14 20120310 18:25:06< vultraz> even though the dead great tree is something you might see, it isn't something you'd be likely to see, plus it would stand out in the desert group 20120310 18:25:23< Alarantalara> You'll note lots of trees and bare earth 20120310 18:26:14< Alarantalara> the other problem is that deserts can be mostly rock, with no sand 20120310 18:26:25< vultraz> true 20120310 18:26:42< vultraz> it can also have dead trees and wood scattered about 20120310 18:26:55< the_new_lipk> zookeeper: so? Do you have any suggestions, or should I ask someone else? 20120310 18:27:19< Alarantalara> I may just rename the group "Dry" and add both the grass and hills 20120310 18:27:53< vultraz> that's an idea 20120310 18:34:53< zookeeper> the_new_lipk, i was afk for a bit... so, yeah, i'm not entirely sure what they ought to be called, yet 20120310 18:34:57-!- Haldric [~Haldric@wesnoth/translator/Haldric] has joined #wesnoth-dev 20120310 18:35:23< zookeeper> the_new_lipk, it doesn't matter much until you got the feature more or less finished, because renaming is so trivial 20120310 18:37:26< mordante> I'm off bye 20120310 18:37:31-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20120310 18:37:33-!- Danceman [~Danceman@a94-132-158-220.cpe.netcabo.pt] has joined #wesnoth-dev 20120310 18:40:34< zookeeper> the_new_lipk, so, how far along are you? 20120310 18:45:55< Alarantalara> I just ran into an interesting crash 20120310 18:47:09< Alarantalara> The load dialog box now crashes if the filter returns 0 items 20120310 18:49:48-!- wesbot changed the topic of #wesnoth-dev to: 165 bugs, 329 feature requests, 12 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20120310 18:50:04< zookeeper> the_new_lipk, ah well, i gotta go afk again, back in about an hour or so... 20120310 18:53:14< fendrin_> Alarantalara: I did something to the editor. Since that there are duplicate terrain icons in the palette. 20120310 18:54:17< vultraz> fendrin_: is that why I have 3 palm hills? 20120310 18:54:23< vultraz> 2 palm dunes? 20120310 18:54:28< vultraz> 2 regular cobbles? 20120310 18:54:39< vultraz> 3* 20120310 18:55:03< vultraz> one of which appears in the desert group? 20120310 18:55:10< fendrin_> Yes 20120310 18:55:21< fendrin_> Do you have an idea what causes this? 20120310 18:57:04< Alarantalara> It seems to be happening for terrains that appear in more than one group 20120310 18:57:18< Alarantalara> Are you adding them to each group each time they appear? 20120310 18:58:09< Alarantalara> The only problem with that as a theory though is that they sometimes appear in groups they don't belong to 20120310 18:59:01< Alarantalara> I'll see if I can find something after I finish my crash report 20120310 18:59:31< vultraz> huh 20120310 18:59:39< vultraz> I have 4 Desert Tent Villages 20120310 18:59:52< vultraz> 2 in village and 2 in desert 20120310 19:00:04< vultraz> and it's supposed to be one each 20120310 19:02:35< vultraz> hummm 20120310 19:02:56< vultraz> I think my Regular Cobbles in desert is supposed to be dry dirt 20120310 19:07:29< vultraz> there's an entry for it in terrain.cfg 20120310 19:09:57< vultraz> Alarantalara: BTW, if you do decide to change the name to dry, this patch should do it: http://pastebin.com/raw.php?i=V5LdAnPN 20120310 19:10:05< vultraz> the name of desert to dry* 20120310 19:11:24-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 252 seconds] 20120310 19:16:13-!- mjs-de [~mjs-de@g224185150.adsl.alicedsl.de] has quit [Ping timeout: 246 seconds] 20120310 19:17:20-!- mjs-de [~mjs-de@e182043101.adsl.alicedsl.de] has joined #wesnoth-dev 20120310 19:28:28< Alarantalara> fendrin_: aha! There are overlapping ids in terrain.cfg and they seem to be the ones with duplicates 20120310 19:29:10< Alarantalara> and since you now use the id as a map between the palette and the actual terrain, the duplicate ids now cause errors 20120310 19:29:24< Alarantalara> I'll go fix the ones in terrain.cfg and see if the problems are solved 20120310 19:36:07< CIA-134> alarantalara * r53495 /trunk/data/core/terrain.cfg: resolve duplicate terrain ids 20120310 19:36:27< Alarantalara> fendrin_: your duplicates should be gone now 20120310 19:39:06< vultraz> Alarantalara: fixed now 20120310 20:01:00< fendrin_> Alarantalara: So, was that a bug in the terrain definitions? 20120310 20:01:08< Alarantalara> basically 20120310 20:01:26< fendrin_> cool, it gave me some headache. 20120310 20:01:43< Alarantalara> it just wasn't visible before you added the extra layer of indirection with item_map_ 20120310 20:02:01< Alarantalara> since the ids were not used before 20120310 20:10:09< CIA-134> alarantalara * r53496 /trunk/data/ (14 files in 5 dirs): 20120310 20:10:09< CIA-134> move campfire terrain from Under the Burning Suns to core 20120310 20:10:09< CIA-134> now in Embellishments group 20120310 20:10:09< CIA-134> does not deprecate ANIMATED_CAMPFIRE macro 20120310 20:10:09< CIA-134> - needed in case the terrain on the map already includes an overlay 20120310 20:10:09< CIA-134> other maps using campfire not yet updated 20120310 20:15:40< CIA-134> alarantalara * r53497 /trunk/projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: move trunk user data dir to 1.11 in Xcode 20120310 20:18:03< vultraz> Alarantalara: I PMed you a few updated tile images (for certain village tiles, to make them show the new grass) 20120310 20:30:29< CIA-134> alarantalara * r53498 /trunk/data/core/ (macros/image-utils.cfg terrain.cfg): as fire images now in terrain, remove all terrain references to the ones in scenery 20120310 20:39:23< Alarantalara> vultraz: I take it your working editor is built with Xcode? 20120310 20:45:01< CIA-134> alarantalara * r53499 /trunk/data/campaigns/Descent_Into_Darkness/ (maps/07_A_Small_Favor.map scenarios/07_A_Small_Favor.cfg): 20120310 20:45:01< CIA-134> use core campfire in Descent into Darkness 20120310 20:45:01< CIA-134> incidentally converts maps to new format 20120310 20:47:07< CIA-134> alarantalara * r53500 /trunk/data/campaigns/Liberty/ (maps/07_The_Hunters.map scenarios/07_The_Hunters.cfg): 20120310 20:47:07< CIA-134> use core campfire in Liberty 20120310 20:47:07< CIA-134> incidentally converts maps to new format 20120310 20:56:37-!- Haldric [~Haldric@wesnoth/translator/Haldric] has quit [Remote host closed the connection] 20120310 21:04:04-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20120310 21:07:16< fendrin_> Alarantalara: I think you can make that animated sarcophagus thing also a terrain. 20120310 21:08:50< Alarantalara> there's also a brazier, but there are a lot of maps using the campfire right now, so I'm going through each one and testing them 20120310 21:09:25< zookeeper> a sarcophagus makes absolutely no sense as a terrain. 20120310 21:09:36< zookeeper> i'd argue even the campfire doesn't 20120310 21:09:57< anonymissimus> better deprecate the animated campfire macro then; since if it's no longer used in mainline it's likely to be be noticed if something with it is wrong 20120310 21:10:07< anonymissimus> *not* 20120310 21:12:10< Alarantalara> The campfire makes about as much sense as the fence 20120310 21:12:35< Alarantalara> and the fence can't be implemented any other way 20120310 21:12:36< anonymissimus> Alarantalara: you can assign https://gna.org/bugs/?19538 to "zamotivator" 20120310 21:12:49< anonymissimus> pretty likely its his refactoring 20120310 21:14:15< Alarantalara> anonymissimus: The macro allows stacking a campfire on top of a terrain with an overlay. I need to make sure no mainline map is doing that before I consider deprecating it 20120310 21:15:32< zookeeper> Alarantalara, well, IMO fences are a much more integral part of the _map_ than campfires, but i don't really have a problem with campfires. but something like a sarcophagus is not different than any of the other scenery items, and turning that kind of stuff into a terrain is pretty silly. 20120310 21:16:27< Alarantalara> I think it was originally a terrain in Under the Burning Suns because someone wanted to make it impassable (judging from the changelog) 20120310 21:16:35< Alarantalara> then eventually it stopped being impassable 20120310 21:16:54< zookeeper> probably 20120310 21:17:04< anonymissimus> having it as a terrain allows toggling campfires on/off via action wml 20120310 21:17:20< fendrin_> The advantage of animations bound in a terrain is there availability. 20120310 21:17:21< anonymissimus> unless I'm very mistaken that's not possible with the macro 20120310 21:17:37< anonymissimus> I have a custom brazier terrain for that reason 20120310 21:17:38< zookeeper> anonymissimus, ? the last time i checked, [remove_item] works pretty nicely for removing items. 20120310 21:17:53< Alarantalara> it would have been possible if the macro had placed an item with a halo, but it's using terrain_graphics right now 20120310 21:18:15< zookeeper> oh, right. yeah. 20120310 21:18:32< fendrin_> The animations in [item] are stored in the form of macros which are hard to access. 20120310 21:20:03< zookeeper> anyway, now that the map format is getting an overhaul precisely so that items could be placed in the editor, one would think there shouldn't be as much need anymore to turn items into terrains due to some technical limitations. 20120310 21:20:26< fendrin_> well, that is exactly what I am talking about. 20120310 21:21:02< fendrin_> Placing animated items in the editor is hard because I know nothing about the animation and it's timing. 20120310 21:21:24< fendrin_> I would have to code something that deals with unprocessed macros. 20120310 21:21:51< Alarantalara> or write out the animation string in an item tag 20120310 21:22:10< anonymissimus> IIRC the windmill can be animated in the editor 20120310 21:22:24< anonymissimus> alink made it IIRC, so perhaps you can reuse whatever he did 20120310 21:22:27< zookeeper> well just don't break the campfire or sarcophagus or whatever else macros 20120310 21:22:28< Alarantalara> that's because it has been a terrain for ages 20120310 21:22:29< fendrin_> The windmill is a terrain. 20120310 21:25:03< zookeeper> maybe it's just me, but i just feel like everyone's constantly changing things just so something that's trivial currently can be done in a bit "cleaner" way. 20120310 21:25:27< zookeeper> anyways, i'll go back to watching a movie... -> 20120310 21:26:00< Alarantalara> I just thought it was odd that the campfire was a terrain in UtBS, but not anywhere else 20120310 21:26:12< Alarantalara> I didn't expect a huge discussion 20120310 21:26:20< anonymissimus> hehe 20120310 21:26:36< fendrin_> Well, but it is good that the discussion is going on. 20120310 21:26:42< fendrin_> Since I still need answers. 20120310 21:26:44< anonymissimus> always expect one's actions to be talked to death 20120310 21:27:17< fendrin_> Placing single images in the editor via the [item] tag is trivial. 20120310 21:27:27< fendrin_> But how can I do so for animated items? 20120310 21:27:51< Alarantalara> halo="image1.png:100;image2.png:100" etc 20120310 21:28:02< Alarantalara> where the number is the number of milliseconds 20120310 21:28:11< Alarantalara> since halos can be animated IIRC 20120310 21:29:46< Alarantalara> of course that doesn't resolve knowing how many images or what the timing for each frame is 20120310 21:30:35< the_new_lipk> zookeeper: here's what I've done so far http://imagebin.org/202768 20120310 21:31:07< the_new_lipk> it's kinda ugly, but it'll do for now ;) 20120310 21:32:38-!- Nephro [~neph@02de475b.bb.sky.com] has joined #wesnoth-dev 20120310 21:36:19< fendrin_> Alarantalara: Is that the same syntax as in terrain wml? 20120310 21:36:24< Alarantalara> yes 20120310 21:38:45< fendrin_> Would be nice to have a tag to define animations. 20120310 21:38:52< fendrin_> Or animated items. 20120310 21:39:13< Alarantalara> halo inside item allows for animated items 20120310 21:39:28< fendrin_> I know. 20120310 21:39:32< Alarantalara> but since there's no macro, it seems like no one uses it 20120310 21:39:55< fendrin_> It's just that I do not have a database to look into. 20120310 21:40:21< fendrin_> The wml coder has the macro api to read from. 20120310 21:40:29< fendrin_> The editor does not. 20120310 21:40:35< fendrin_> I can only read wml tags. 20120310 21:40:58< fendrin_> And there is no wml tag that defines the animation for the items. 20120310 21:41:36< anonymissimus> the_new_lipk: it should look about like the dialog shadowm made for removing addons 20120310 21:41:51< anonymissimus> and I guess you could borrow some ideas form it 20120310 21:42:40< anonymissimus> that is, there is a list whose number of entries isn't known previously, and each entry has a checkbox for yes/no 20120310 21:51:25< the_new_lipk> anonymissimus: you're right sir, and I'm a moron forgetting about that dialog :) 20120310 21:57:44-!- negusnyul [~negusnyul@dsl4E5CCA65.pool.t-online.hu] has quit [Quit: Konversation terminated!] 20120310 22:03:54-!- the_new_lipk [~lipk@host-91-147-212-174.biatv.hu] has left #wesnoth-dev ["...and so lipk disappears in the mist..."] 20120310 22:13:27< CIA-134> alarantalara * r53501 /trunk/data/campaigns/The_South_Guard/scenarios/08b_The_Tides_of_War.cfg: use core campfire in The South Guard 20120310 22:19:41-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120310 22:26:33< zookeeper> the_new_lipk (in case you check the logs...), the dialog should have a checkbox for each mod 20120310 22:27:30< zookeeper> having disable/enable buttons to do the work of a checkbox is rather horrid UI design, but if it's supposed to be just a prototype then nevermind 20120310 22:33:14-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Read error: Connection reset by peer] 20120310 22:47:55-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has joined #wesnoth-dev 20120310 22:49:17-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20120310 22:57:22-!- zookeeper2 [~lmsnie@87-100-211-108.bb.dnainternet.fi] has joined #wesnoth-dev 20120310 22:57:34< Nephro> hello 20120310 22:57:45< Nephro> does anyone know the usual time Crab is around here? 20120310 22:58:04-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20120310 22:58:07-!- zookeeper2 is now known as zookeeper 20120310 22:58:13-!- zookeeper [~lmsnie@87-100-211-108.bb.dnainternet.fi] has quit [Changing host] 20120310 22:58:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20120310 23:06:47-!- enchilado [~enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20120310 23:28:13< CIA-134> alarantalara * r53502 /trunk/data/campaigns/Son_Of_The_Black_Eye/ (2 files in 2 dirs): 20120310 23:28:13< CIA-134> use core campfire in Son of the Black Eye 20120310 23:28:13< CIA-134> incidentally converts maps to new format 20120310 23:34:31-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Remote host closed the connection] 20120310 23:39:48-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120310 23:41:57< Alarantalara> fendrin_: I just remembered why the campfire, mausoleum, etc are not items: while halo can be used to create animations, they are always drawn above units, making them impossible to integrate into the background 20120310 23:44:19< Alarantalara> Even if the image tag became animatable and multi-hex, they still would need to also be able to layer in front and behind units 20120310 23:45:55< zookeeper> or one could just use halo= for in front of units and image= for behind units 20120310 23:48:28< Alarantalara> and split the image into two pieces? 20120310 23:49:39< zookeeper> hrhm... right. yeah, wouldn't work well if you really wanted a multi-hex image layered like multi-hex terrains. --- Log closed Sun Mar 11 00:00:35 2012