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[~edb@tss37-1-89-82-194-231.dsl.sta.abo.bbox.fr] has quit [Quit: Konversation terminated!] 20120604 18:18:21-!- trademark_ [~trademark@mon69-1-82-67-23-185.fbx.proxad.net] has joined #wesnoth-dev 20120604 18:19:58-!- bloodycoin_m [~bloodycoi@193.170.135.78] has quit [Read error: Connection reset by peer] 20120604 18:21:10-!- Netsplit *.net <-> *.split quits: darne, CIA-88, artisticdude, Appleman1234, Samual, Gallaecio, loonybot, Ayne, Ingeniumed, mjs-de, (+1 more, use /NETSPLIT to show all of them) 20120604 18:21:23-!- matthiaskrgr [matthiaskr@72.29.68.157] has joined #wesnoth-dev 20120604 18:21:28-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120604 18:22:59-!- LordNasty [~NaSTy@93-43-160-229.ip92.fastwebnet.it] has quit [Ping timeout: 244 seconds] 20120604 18:25:28-!- LordNasty [~NaSTy@93-43-160-229.ip92.fastwebnet.it] has joined #wesnoth-dev 20120604 18:30:55-!- Elvish_Pillager [~eli@71-10-229-241.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20120604 18:31:52-!- artisticdude [~artisticd@vsat-148-64-186-230.c005.g4.mrt.starband.net] has joined #wesnoth-dev 20120604 18:31:52-!- Netsplit over, joins: Ayne 20120604 18:31:52-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20120604 18:31:52-!- Netsplit over, joins: darne 20120604 18:31:52-!- mjs-de [~mjs-de@g224189020.adsl.alicedsl.de] has joined #wesnoth-dev 20120604 18:31:58-!- Netsplit over, joins: Appleman1234, Samual, Gallaecio, CIA-88, Ingeniumed, isaac 20120604 18:35:47-!- _vdn [~nazgul-sa@ppp91-77-236-143.pppoe.mtu-net.ru] has joined #wesnoth-dev 20120604 18:36:45-!- _vdn1 [~nazgul-sa@ppp85-141-112-108.pppoe.mtu-net.ru] has quit [Ping timeout: 252 seconds] 20120604 18:37:16-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: Computer has gone to sleep.] 20120604 18:38:02< Ivanovic> hi 20120604 18:41:56-!- bloodycoin_m [~bloodycoi@193.170.135.78] has joined #wesnoth-dev 20120604 18:48:08-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20120604 18:53:58-!- Elvish_Hunter [5ea19390@gateway/web/freenode/ip.94.161.147.144] has quit [Quit: Ciao!] 20120604 18:55:32< anonymissimus> mattsc: you could use pcall to try to load files from other addons and/or use #ifhave and/or guard it by if wesnoth.game_config.debug 20120604 18:56:09< anonymissimus> I use pcall generally, and delete the calls to dbms once I'm done coding 20120604 19:00:08-!- csarmi [csarmi@178-164-130-19.pool.digikabel.hu] has joined #wesnoth-dev 20120604 19:01:27< mattsc> anonymissimus: Thanks. I really should be doing something like that, so that if I forget to delete the calls it doesn't crash the game for others. 20120604 19:03:59-!- Nephro [~Dmitry@80.233.231.12] has joined #wesnoth-dev 20120604 19:04:21-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20120604 19:04:44-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20120604 19:06:53< boucman> hey all 20120604 19:07:03< boucman> bloodycoin_m: around ? 20120604 19:08:48< anonymissimus> mattsc: never mind; you discovered a bug that way...I guess the error thrown upon loading the file is never caught... 20120604 19:10:20< mattsc> anonymissimus: yeah, this error only produces an onscreen message for "normal" Lua code, but it crashes Wesnoth when it happens inside Lua AI. 20120604 19:10:54< mattsc> As I said on the forum, I thought this was known, so I didn't report it as a bug earlier. I will reports these things from now on. 20120604 19:11:51< Nephro> hi 20120604 19:11:57< Nephro> mattsc, something wrong? 20120604 19:12:07< mattsc> Hi, Nephro. 20120604 19:12:11-!- neXyon [~neXyon@84-119-56-54.dynamic.xdsl-line.inode.at] has joined #wesnoth-dev 20120604 19:12:36< mattsc> Nephro: https://gna.org/bugs/index.php?19782 20120604 19:13:46< Nephro> I think I know that one 20120604 19:14:15< bloodycoin_m> boucman: yea, I pushed some changes 20120604 19:14:42< mattsc> Nephro: As I said, I thought you guys were aware of this, but I have no recollection of why I think that (where I got it from) 20120604 19:17:42< boucman> bloodycoin_m: ok, will look 20120604 19:19:09< Nephro> mattsc, can you assign that bug on me? 20120604 19:19:34< mattsc> Nephro: No, I don't have those powers :) 20120604 19:21:42< Nephro> mattsc, it crashes completely on your machine? 20120604 19:22:10< mattsc> Nephro: Yes (and it seems like it does on others as well) 20120604 19:22:24< mattsc> * for others 20120604 19:22:45< Nephro> mattsc, if I try to require a non-existing file I get an error but it doesn't crash 20120604 19:23:09< mattsc> Inside the Lua engine? 20120604 19:23:47< Nephro> oh yes 20120604 19:23:50< Nephro> now I made it crash 20120604 19:24:11< mattsc> Ok. All you need is this: http://pastebin.com/g6GhgaWZ 20120604 19:24:42< mattsc> But it also happens if, inside the file you include here, you load another file that doesn't exist. 20120604 19:28:53< Nephro> well, basically, if you try to load something directly in the engine code it fails 20120604 19:28:58< Nephro> and the engine is not created 20120604 19:29:07< Nephro> but the system tries to use it anyway 20120604 19:29:12< Nephro> dereferencing a null pointer 20120604 19:29:43< Nephro> by the way that's another reason why I want to deprecate the need to define an engine 20120604 19:30:08< Nephro> since there is basically no solution if you made a mistake there 20120604 19:31:43-!- artisticdude [~artisticd@vsat-148-64-186-230.c005.g4.mrt.starband.net] has quit [Quit: artisticdude] 20120604 19:31:59< mattsc> Nephro: Ok. I don't really feel qualified to comment here. Others should do that. (I understand what you are saying, but cannot help with the solution :)) 20120604 19:32:40< mattsc> (sorry, that was meant as a lesser smile) 20120604 19:34:50-!- mjs-de [~mjs-de@g224189020.adsl.alicedsl.de] has quit [Remote host closed the connection] 20120604 19:37:22-!- Ayne [~Ayne@cpc2-sgyl34-2-0-cust493.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20120604 19:38:24-!- trademark_ [~trademark@mon69-1-82-67-23-185.fbx.proxad.net] has quit [Ping timeout: 256 seconds] 20120604 19:39:49< boucman> bloodycoin_m: i'll post my remarks as they come 20120604 19:39:56< bloodycoin_m> sure 20120604 19:39:58< boucman> + eff.update_particle_display_size( 20120604 19:39:58< boucman> + display::get_singleton()->get_zoom_factor()); 20120604 19:40:37< boucman> on that line, I guess the param to update_particle_display_size will always be the same, you might want to put it in the function and remove the param (cleanness of API, won't change anything practically) 20120604 19:42:22< mattsc> Nephro, anonymissimus: the same thing happens on other errors in the Lua engine. I just (intentinally) crashed the game by accessing a field that doesn't exist: print(cart.xxx) , where 'cart' is a unit. 20120604 19:42:39< Nephro> yes, that is expected 20120604 19:42:51< mattsc> Ok, so you don't need me to add this to the bug report? 20120604 19:43:03< Nephro> no 20120604 19:43:05< boucman> in remove_effect you might want to use std::search (don't remember the exact name, mainly for the good habit of always using the std function when available 20120604 19:43:05< Nephro> I'll do it myself 20120604 19:43:25< mattsc> Nephro: thanks 20120604 19:44:21< boucman> I am not sure in what case you want to use your respawn function, do you have a use case for me ? 20120604 19:44:23< bloodycoin_m> boucman, regarding update_particle_size, this is in case we are zoomed in or out, and add a new effect, so newly added effect get correct particle size 20120604 19:44:44-!- neXyon [~neXyon@84-119-56-54.dynamic.xdsl-line.inode.at] has quit [Quit: bye] 20120604 19:45:06< bloodycoin_m> search - yes, I just did it on the fly 20120604 19:45:45< bloodycoin_m> I use respawn after particle's life has ended, so I put particle back to origin point. And I am actually using it 20120604 19:45:55< bloodycoin_m> inside populate_particles 20120604 19:46:04< boucman> hmm, but you will still call with the same param (the current zoom level) so no need to pass it as a parameter, or am I missing something ? 20120604 19:46:15< boucman> ok 20120604 19:48:21< bloodycoin_m> hmm... yea, it's always current zoom, I see your point 20120604 19:49:16< boucman> you might want a constructor effect_user(map_location, type) as a usefull shortcut for the user class 20120604 19:49:50-!- wesbot changed the topic of #wesnoth-dev to: 172 bugs, 337 feature requests, 15 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20120604 19:49:52< boucman> so it can be called in the pre-code part of the user's constructor 20120604 19:52:49< boucman> bloodycoin_m: overall, I like where we're going. We will need to add more stuff in partile_user later but it's good at this point. What do you think should be our next step, and when will you have it done ? 20120604 19:54:13< bloodycoin_m> I would like to move from hard coded effect creation, to actually using particle_user. 20120604 19:54:36< boucman> ok, one more question (i'm still reading your code) 20120604 19:54:44< bloodycoin_m> listening 20120604 19:55:14< boucman> i'm a bit confused by populate_particle, you look on all particles and chek pit->Time() for each of them 20120604 19:55:41< boucman> but isn't the current time a property of the effect rather than the particle ? 20120604 19:56:31-!- Blueblaze [~Blueblaze@adsl-76-202-17-144.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120604 19:57:38< bloodycoin_m> I am not keeping effect's overall lifetime. effect_type tells effect, how long will particles live withing effect until particle has to be respawned. 20120604 19:58:31< boucman> I am quite confused by populate_particles() 20120604 19:59:03< boucman> I would see the point if it was only called at particle creation, but you seem to call it on each redraw, and I don't really understand what it does 20120604 19:59:06< bloodycoin_m> if time was a property of effect, all particles would have to be spawned at the same time, and killed at the same frame, which doesn't make much sence 20120604 19:59:12< anonymissimus> Nephro: my debugger says something else must be going on; the return NULL;//return with stack size 0 statement you quoted isn't reached for some reason 20120604 19:59:14< boucman> ok 20120604 19:59:25-!- Blueblaze [~Blueblaze@adsl-76-202-17-144.dsl.hstntx.sbcglobal.net] has quit [Client Quit] 20120604 19:59:32< boucman> so this code is called on each redraw to kill and spawn particles 20120604 19:59:42< anonymissimus> and the crash should happen earlier if lua_ai_context_ was a null pointer 20120604 19:59:48< bloodycoin_m> basically yes 20120604 20:00:09< boucman> however the killing code is only called if we have too many particles, not systematically to search for expired particles 20120604 20:00:37< boucman> moreover the killing code will remove all expired particles, not just enough to have the right number of particles 20120604 20:00:56< boucman> so it's not a problem of reusing particles in the particle list 20120604 20:01:25< bloodycoin_m> nop, of we havetoo many particles, we kill expired ones completely. if we don't have too many particles (most of the time) we are searching for expired ones, and respawning them. 20120604 20:02:06< Nephro> anonymissimus, hmm 20120604 20:02:13< bloodycoin_m> and no, it only respawns/kills only one particle a frame 20120604 20:02:32< boucman> hmm 20120604 20:02:58< Nephro> anonymissimus, I stepped through it. It crashes exactly there... That is, the NULL is returned and then the game crashes upon access 20120604 20:03:01< boucman> let me reread 20120604 20:03:04< Nephro> to lua_ai_context_ 20120604 20:04:34< Nephro> anonymissimus, the debug dump you posted confirms my words 20120604 20:04:40< bloodycoin_m> hmm... boucman, just added return statement in particle_engine.cpp:75, because it doesn't make sence to searhc more 20120604 20:07:09-!- Blueblaze [~Blueblaze@adsl-76-202-17-144.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120604 20:09:26< boucman> ok, I got the gist of what you are doing, seems good. 20120604 20:10:02< boucman> so, next step. Using particle_user 20120604 20:10:26< boucman> sounds good, let's work on terrain particle, these are probably the simplest ones 20120604 20:14:13< bloodycoin_m> boucman: but here I am a bit lost, there are like 4 types of map*, some hints would be greatly apreciated :) 20120604 20:14:39< boucman> maps are not my forte, but let's have a look :) 20120604 20:23:35-!- Nephro [~Dmitry@80.233.231.12] has quit [Read error: Operation timed out] 20120604 20:23:44< boucman> hmm, that's interesting 20120604 20:24:01< boucman> I can't see anything representing "a hex on the map" really 20120604 20:24:34< bloodycoin_m> the closes thing I can get is map_location or terrain 20120604 20:24:53< bloodycoin_m> ./s/closes/closest 20120604 20:27:07< boucman> I think the "tile" class within the terrain_builder class is our best bet 20120604 20:27:57< boucman> though you will have to change a bit how display use tiles, since it doesn't use them directly for redraw 20120604 20:29:34< boucman> display uses get_terrain_at which builds a list of images from the tile class and return the result 20120604 20:52:38-!- ToBeFree [~tobefree@unaffiliated/tobefree] has quit [Read error: Connection reset by peer] 20120604 20:57:09< boucman> bloodycoin_m: you find with that ? 20120604 20:58:05< bloodycoin_m> trying to figure out how it works 20120604 20:59:28< boucman> ok :) 20120604 21:15:27< anonymissimus> Nephro: well, I'm certainly not the best suited person for debugging that bug, I was just looking a bit since it's got to do with lua and mattsc's addon 20120604 21:15:27-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120604 21:16:18< anonymissimus> Nephro: and my backtrace should look different if it was a NULL pointer; not crash deep in the lua code but stuff from boost etc should be there 20120604 21:22:45< anonymissimus> Nephro: yeah it does; so either someone is wrong here or something weird is going on, such as UB causing MSVC to show useless behavior 20120604 21:24:07-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.88.2 [Firefox 11.0/20120312181643]] 20120604 21:48:47-!- Guest86125 is now known as ChrisOelmueller 20120604 22:20:26-!- Gallaecio [~quassel@84.120.114.134.dyn.user.ono.com] has quit [Read error: Connection reset by peer] 20120604 22:21:48-!- Blueblaze [~Blueblaze@adsl-76-202-17-144.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20120604 22:31:50< shadowm> request for help from developers and moderators with access here: http://forums.wesnoth.org/viewtopic.php?p=530611#p530611 20120604 22:32:04-!- Appleman1234 [~Appleman1@ppp59-167-222-56.qld.adsl.internode.on.net] has quit [Read error: Connection reset by peer] 20120604 22:32:09< shadowm> thanks in advance 20120604 23:07:04< loonycyborg> shadowm: What sort of help you require? :P 20120604 23:08:02< loonycyborg> I say ban the guy for making other people google for him.. 20120604 23:10:22< bloodycoin_m> ok, boucman, I am lost how to integrate effect_user to tile...... 20120604 23:11:14< boucman> bloodycoin_m: it's not trivial, I think the tiles are the way to go, but you will need to change how tiles and display interact 20120604 23:11:35< boucman> so it might be better to start with units, which I know much better. 20120604 23:12:12< boucman> they move (which make them a bit harder) but at least I know the code 20120604 23:12:37< bloodycoin_m> ok, makes sense. And movement could be hacked for now... 20120604 23:12:48< boucman> yes 20120604 23:13:58< bloodycoin_m> also I was thinking, do we really need to bind effects to map location, using tiles, maybe WML event would be enough? or maybe simulated wml event to bind effect to location 20120604 23:15:02< boucman> we'll think of it once we binded them to units, but I would rather do it cleanly... so attaching them to tiles 20120604 23:15:04< boucman> 20120604 23:15:22< boucman> so, to attach to units, you actually want to attach to the unit's animation 20120604 23:15:39< boucman> unit animations are made of multiple levels 20120604 23:16:12< boucman> the top level is a class named unit animator, which is in charge of synchronizing multiple units (like an attacker and a defender) we don't really care about that one 20120604 23:16:32< boucman> the second level is the unit_animation class, which is an animation in it's most common meaning 20120604 23:17:10< boucman> the third level is the unit_frame, which is not a single frame, but is more like a sub-animation. For instance the projectile in a ranged attack is a sub animation 20120604 23:17:24< boucman> usually magical animations are also sub-animations. 20120604 23:17:59< boucman> I am not sure if we want to attach particle effects to animations or to frames... 20120604 23:18:14< boucman> I guess frames make a bit more sense... 20120604 23:19:37< bloodycoin_m> hmm... I would think animation is better choice. Because it's not that every frame has a different effect attached to it 20120604 23:19:51< boucman> the best thing to do is for you to get familiar with the animation code, which is mainly in unit_animation.*pp and unit_frame.*pp (and a bit in unit.*pp) you should also look a bit into the unit animation wml (AnimationWML in the wiki and the unit files in data/core/units) 20120604 23:20:28< bloodycoin_m> And as I understand every frame is part of animation, and animation has to have at least one frame (static) 20120604 23:21:08< boucman> I understand why you would think that, but it's easy to do a frame that would stay for the whole animation (remember that frames are actually sub-animations and not single frames) and it makes it easier to write macros that can reuse frames 20120604 23:21:33< boucman> they have to have at least one frame, but that frame doesn't have to be static... 20120604 23:21:59< bloodycoin_m> y static I meant, that displayed image doesn\t change 20120604 23:22:11< bloodycoin_m> *by 20120604 23:22:54< boucman> yes, and that image is not "needed" it's just a fallback when we don't have an animation for a particular circumstance, but units like the bat are never static... 20120604 23:23:35-!- Gambit [~gambit@pa-67-235-3-51.dhcp.embarqhsd.net] has joined #wesnoth-dev 20120604 23:23:46-!- Gambit [~gambit@pa-67-235-3-51.dhcp.embarqhsd.net] has quit [Changing host] 20120604 23:23:47-!- Gambit [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20120604 23:25:09-!- _vdn [~nazgul-sa@ppp91-77-236-143.pppoe.mtu-net.ru] has quit [Ping timeout: 245 seconds] 20120604 23:25:50< bloodycoin_m> hmm... "but it's easy to do a frame that would stay for the whole animation " for example one actual image, which is moved up and down, and makes up an animation of moving image up/down? is that what you mean? 20120604 23:26:51< boucman> no, I mean that a [frame] block technically doesn't have to contain an image, as long as another [frame] provides it 20120604 23:27:14< boucman> so let's say that your unit has a [frame] block describing its main animation 20120604 23:27:48< boucman> you could add a [particle_frame] block (all [xx_frame] block become sub-animations) 20120604 23:28:09< boucman> and that block would be a sub-animation that wouldn't have any image but would handle a particle 20120604 23:28:25< boucman> and would have the same duration than the overall animation 20120604 23:30:48-!- Blueblaze [~Blueblaze@adsl-76-202-17-144.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20120604 23:42:44-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120604 23:45:42< bloodycoin_m> boucman: so, unit has a unit_anim attached to him, and that unit_anim has list of other possible animations for that unit, with possible sub-animations... ad infinitum? 20120604 23:46:44< boucman> hmm, no, each unit has a unit_animation which is its currently playing animation 20120604 23:48:06< boucman> and each unit_animation contains a vector of unit_frame which themselves are sub-animations (i.e they contain multiple images and params which will be used one after the other) there is not sub-level to unit_frame 20120604 23:49:05< boucman> urgh 20120604 23:49:30< boucman> ok, I have been wroking from memory instead of code and have been saying stupid things 20120604 23:49:44< boucman> the frame class is a single frame 20120604 23:50:03< boucman> there is the unit_animation::particule class in the middle, which is the sub-animation 20120604 23:50:09< boucman> my bad, I hate it when I do that 20120604 23:50:23< bloodycoin_m> oh... was looking at wrong place... and unit_animation is usung particule to display different unit_frames? 20120604 23:50:29< boucman> the particule is the set of [xx_frame] with the same xx 20120604 23:50:53< boucman> and the unit_animation is the [animation] block 20120604 23:51:05< boucman> and the unit_frame is a single [xx_frame] block 20120604 23:51:25< boucman> bloodycoin_m: are you familiar with the animation WML ? 20120604 23:51:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 265 seconds] 20120604 23:51:59< bloodycoin_m> a bit... very little, had to look at it when I was bughunting in application period 20120604 23:52:59< boucman> ok... well, the code is structured in a similar way to the WML (except for the particle intermediate level wich is all [xx_frame] with the same xx) so you should use WML as a guide to understanding the code 20120604 23:53:29< boucman> so, the level where you would need to attach the particule_engine would be the particule class 20120604 23:53:31< bloodycoin_m> I remember, that you can specify animation name with [animation] and frames with [frame] inside [animatio], speficying playtime for each frame 20120604 23:53:44< boucman> yes 20120604 23:54:20< boucman> and if you declare both [xx_frame] and [yy_frame] in the same [animation] block, the two sets of frames will be independant and play simultaneously 20120604 23:55:02< boucman> bloodycoin_m: it would be a good idea to rename unit_animation::particule to unit_animation::subanimation if you have some time 20120604 23:55:21< boucman> it will reduce confusion once we introduce the real particule engine 20120604 23:55:31< bloodycoin_m> mm... might do, I always found name particule confusing 20120604 23:58:27-!- Crendgrim [~crend@77-22-112-72-dynip.superkabel.de] has quit [Quit: ...] --- Log closed Tue Jun 05 00:00:02 2012