--- Log opened Tue Aug 21 00:00:28 2012 20120821 00:03:13-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.88.2 [Firefox 11.0/20120312181643]] 20120821 00:03:41-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] 20120821 00:04:21-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120821 00:04:50-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120821 00:27:55-!- mjs-de [~mjs-de@g224177214.adsl.alicedsl.de] has joined #wesnoth-dev 20120821 01:01:02< Necrosporus> How do I add Ambush like ability but on any ground? 20120821 01:32:20< Necrosporus> I did it 20120821 01:32:37< Necrosporus> Can I make this unit visible when it moves but invisible when it stays on place? 20120821 01:49:44-!- ancestral [~ancestral@75-168-42-198.mpls.qwest.net] has joined #wesnoth-dev 20120821 02:14:57-!- happygrue [~quassel@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20120821 02:15:06< shadowm> Alarantalara: Haven't got around to remove the old inner texture from the cave wall transitions? 20120821 02:15:42< Necrosporus> Hello 20120821 02:15:59< Alarantalara> shadowm: I remember doing it for at least some tiles. 20120821 02:15:59< Necrosporus> Can one test and review my newly created add-on? 20120821 02:16:41< Necrosporus> It contains only one unit 20120821 02:16:42< shadowm> Alarantalara: I don't see that's the case with any of the four cave wall terrains on trunk @ r55027 20120821 02:17:51< shadowm> fendrin: What's the situation with the editor palette's overpainting regression? 20120821 02:17:57< Alarantalara> Yes, rhttp://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/cave/wall-rough-convex-r.png?revision=54416&view=markup&sortby=date 20120821 02:18:20< Alarantalara> bah, it pasted the url rather than the text 20120821 02:19:00< shadowm> Alarantalara: Well, it somehow still looks glitchy here. 20120821 02:19:20< Alarantalara> Going by that, I probably missed the earth walls, the hewn walls, and possibly more 20120821 02:19:22-!- happygrue [~quassel@c-76-119-97-171.hsd1.ma.comcast.net] has joined #wesnoth-dev 20120821 02:19:22-!- happygrue [~quassel@c-76-119-97-171.hsd1.ma.comcast.net] has quit [Changing host] 20120821 02:19:22-!- happygrue [~quassel@wesnoth/developer/wintermute] has joined #wesnoth-dev 20120821 02:19:33< shadowm> Even for the regular Xu cave wall, though. 20120821 02:20:25< shadowm> https://dl.dropbox.com/u/21371130/screenshots/glitchy-cavewall-transitions.png 20120821 02:21:05< Alarantalara> That's a 404 for me 20120821 02:21:29< Necrosporus> same for me 20120821 02:21:35< shadowm> Must be because I'm lagging. 20120821 02:21:39< Necrosporus> And what about the addon? 20120821 02:22:16< shadowm> Necrosporus: This is the mainline development channel and we aren't really in any kind of obligation to attend to UMC testing requests, sorry. 20120821 02:23:08< Necrosporus> Is there addon development channel than? 20120821 02:23:12< shadowm> No. 20120821 02:24:04< Necrosporus> I do not think anyone obliged to test the addon but there might be one who want to... it's really small, just few code lines and single unit 20120821 02:24:26< shadowm> Yeah, but there's no need to be insistent about it. 20120821 02:24:43< shadowm> Alarantalara: try the link again. 20120821 02:25:07< ancestral> Necrosporus: Sometimes more "regular" users hang out in #wesnoth though I think maybe you'd get more user attention on the forums, I'd try that next 20120821 02:25:16< shadowm> Do you see it or should I do some contrast trick to help you see it? 20120821 02:25:43< Necrosporus> this time it works 20120821 02:26:03< Necrosporus> And yeah, cave walls are glitchy 20120821 02:26:17< Alarantalara> I can see it if I zoom in. I'm curious as to what your monitor settings are that you notice it so readily. 20120821 02:26:18< Necrosporus> I even reported it today 20120821 02:26:34< shadowm> Alarantalara: gamma at 1.0, and I can't control any other parameters. 20120821 02:26:43< shadowm> This is a laptop LED LCD display. 20120821 02:27:49< shadowm> I'm just going by whatever the Linux Intel GM45 driver defaults to, assuming there's any user-modifiable parameters in that regard. 20120821 02:27:51< Alarantalara> Anyway, it looks like there are at least 2-3 tiles I missed the first time. 20120821 02:28:50< shadowm> Would it be possible to make sure this is fixed for 1.10.4, too? 20120821 02:28:54< Necrosporus> There are also bug with forest trees overlapping adjastent unit sprite 20120821 02:29:17< Necrosporus> like wolf muzzle 20120821 02:30:14< Alarantalara> This is what creeping biggerism gets you 20120821 02:30:45< shadowm> In a related note, Hewn Cave Wall terrain transitions seem to have some misaligned tiles, but that is arguably less important to fix. 20120821 02:31:06< shadowm> (Because map designers presumably already avoid those terrains due to that problem.) 20120821 02:32:52< Alarantalara> There are lots of problems with the cave walls. If I were as good as Eleazar at actually drawing the images, I'd probably do something about it (and redo all of the castles while I'm at it so they can all interlock with each other — I know how to do it technically, but I don't feel up to redrawing that many images) 20120821 02:37:17< shadowm> Perhaps he could be commissioned to remake them. 20120821 02:39:57< Alarantalara> I think that's how we ended up with the hewn walls already. 20120821 02:40:50< shadowm> Would you prefer that I posted in Art Development requesting a solution? 20120821 02:42:33< Alarantalara> I suppose that works as well as anything else 20120821 02:43:41< shadowm> btw What's the situation with that Mac OS X build? :) 20120821 02:43:49< Alarantalara> It's uploaded 20120821 02:44:01< shadowm> Oh? 20120821 02:44:17< shadowm> Ah, I last checked more than 20 minutes ago. 20120821 02:45:15< shadowm> Alarantalara: I assume you aren't building for PPC, right? 20120821 02:45:43< Alarantalara> Incidentally, unless the directory containing the source is located in morningstar-build-desktop, you get compile errors. 20120821 02:46:21< shadowm> Hm, that's odd. I don't seem to have such a problem on Linux. 20120821 02:47:23< Alarantalara> It's only for labelimage - one of the generated files included it and the path was too specific 20120821 02:48:24< shadowm> Uh. 20120821 02:48:33< shadowm> There shouldn't be any such generated files in the source tarball. 20120821 02:49:45< Alarantalara> I'm compressing things: mainwindow.cpp inlcudes the generated file ui_mainwindow.hpp, which includes the file labelimage.hpp 20120821 02:50:28< Alarantalara> The generated include path for labelimage is ../src/label..., instead of ../..//src/label... 20120821 02:50:51< shadowm> Ahhh, that. 20120821 02:51:55< shadowm> I guess my assumption that the ../src/ is always the correct dir breaks then. 20120821 02:52:21< shadowm> I'll look into getting rid of that relative path for 0.2.2 then. 20120821 02:52:52< Alarantalara> I guess so, qmake puts things in ../morningstar-build-desktop, and not the same as morningstar.pro for me. 20120821 02:53:28< Alarantalara> Of course, this means that I end up running make in a different dir than qmake, which is sort of wild 20120821 02:54:46-!- markus_ [~mjs-de@g224177158.adsl.alicedsl.de] has joined #wesnoth-dev 20120821 02:57:56< shadowm> Yeah, I don't know. It seems to prefer the current dir on Linux instead. 20120821 02:59:03-!- mjs-de [~mjs-de@g224177214.adsl.alicedsl.de] has quit [Ping timeout: 276 seconds] 20120821 02:59:03< shadowm> I'd like to switch to cmake eventually, but it doesn't seem any less tacky. 20120821 02:59:33< Alarantalara> For now, I just have a strangely named dir for the project and since it now matches the name of where it wants to put it, everything works 20120821 03:00:33< shadowm> One thing, though. IIRC qmake defaults to making debug builds (which are quite noticeably slower at runtime). That isn't the case there? 20120821 03:02:26< Alarantalara> I'd like to say no, but I have no idea. It runs smoothly on my 3-year old machine 20120821 03:03:24< shadowm> The best way to know that is watching the compiler command line for each file to see whether it's passing -O0 or -O2 each time. 20120821 03:03:38< shadowm> So anyway, I was wondering if those builds work on PPC? 20120821 03:06:35< Alarantalara> No. The library binaries that came with the Qt I have are intel only, and I haven't gone to the trouble of trying to rebuild them. 20120821 03:07:28< shadowm> Ah, okay. That's not necessary, anyway, since there's only one potential consumer on PPC and he's not that active anymore. 20120821 03:07:33< shadowm> I mean user. 20120821 03:08:41< shadowm> I imagine they do work on 32-bit and 64-bit systems? Or is there even any such distinction amongst Intel Macs? 20120821 03:09:32< shadowm> (Or the OS build they are running, since IIRC all new Intel CPUs were Intel64-capable by the time Apple switched to those.) 20120821 03:10:24< Alarantalara> There is such a distinction, but the OS is happy to run both at the same time. Some day I'm going to have to rebuild gettext for 64-bit machines and I'm not looking forward to it. 20120821 03:10:55< Alarantalara> r55056 should make Xu look clean 20120821 03:11:10< Alarantalara> since CIA isn't around to tell us about it 20120821 03:13:08< shadowm> It technically is, but version control system hooks can't deliver a message to the correct cia.vc host because the person currently in charge of the CIA infrastructure decided to be an irresponsible jerk about various things. 20120821 03:14:26< shadowm> Ah yes, it looks much better now although there are still a few stray pixels. 20120821 03:14:43< Alarantalara> WesnothRCX is built at -O2 20120821 03:15:22< Alarantalara> I suppose that's what I get since I don't see the problem nearly as clearly as you obviously do 20120821 03:17:02< shadowm> I just found that the wall-chasm transitions aren't fixed, too. 20120821 03:17:24< Alarantalara> Aha, I had the monitor brightness turned down. Let's do this again... 20120821 03:20:32< shadowm> I wonder if the earthy variations were created with a simple color shift, or it was a more elaborate procedure? 20120821 03:21:38< Alarantalara> I once ran a script to try and recreate it, but the mapping turned out not to be 1-1 20120821 03:23:18-!- Elvish_Pillager [~eli@66-189-34-122.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 265 seconds] 20120821 03:23:50< shadowm> That's rather unfortunate. 20120821 03:25:19< shadowm> vim cd /git 20120821 03:25:35< shadowm> Ugh. 20120821 03:27:36< Alarantalara> That was for the cave floor, not the walls, but I assume it was the same process for both 20120821 03:28:53< Necrosporus> Can I make ability hiding unit from enemies more than 2 hex away, but visible to ones not only adjacent but also next-to adjacent? 20120821 03:29:03< Alarantalara> yes 20120821 03:29:26< Necrosporus> I got a unit which is chameleon 20120821 03:29:38< Necrosporus> But I think chameleons are visible from close distance 20120821 03:30:10< Necrosporus> To be more precise, a giant reptile which can do like chameleon 20120821 03:32:11< Necrosporus> Alarantalara, is it a lot of code? 20120821 03:32:41< Necrosporus> I made up ability which hides unit on any terrain, but I guess, it's possibly too cool 20120821 03:33:36< Alarantalara> Necrosporus: It's about 3-4 lines longer than the normal hide. I'll let you figure out what it is. 20120821 03:33:38-!- skyfaller [~skyfaller@ool-43551e75.dyn.optonline.net] has joined #wesnoth-dev 20120821 03:33:39-!- skyfaller [~skyfaller@ool-43551e75.dyn.optonline.net] has quit [Changing host] 20120821 03:33:39-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20120821 03:40:51< Necrosporus> Alarantalara, there's no info on that in http://wiki.wesnoth.org/AbilitiesWML 20120821 03:40:59< Necrosporus> maybe I looking in wrong place 20120821 03:46:29-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20120821 03:54:20-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has joined #wesnoth-dev 20120821 03:55:42-!- markus_ [~mjs-de@g224177158.adsl.alicedsl.de] has quit [Remote host closed the connection] 20120821 04:12:41-!- Ivanovic_ [~ivanovic@dtmd-4db2b00f.pool.mediaWays.net] has joined #wesnoth-dev 20120821 04:13:58< Alarantalara> shadowm: I forgot to commit it earlier, but I've done the chasm walls as well now 20120821 04:14:19< shadowm> Okay, thanks. 20120821 04:16:29-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20120821 04:16:35-!- Ivanovic_ is now known as Ivanovic 20120821 04:23:22-!- mordocai [~mordocai@mail.mordocai.net] has joined #wesnoth-dev 20120821 04:25:47-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has quit [Ping timeout: 240 seconds] 20120821 04:29:57-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has joined #wesnoth-dev 20120821 04:35:03-!- artisticdude_iOS [~artisticd@vsat-148-64-186-230.c005.g4.mrt.starband.net] has joined #wesnoth-dev 20120821 04:35:13-!- artisticdude_iOS [~artisticd@vsat-148-64-186-230.c005.g4.mrt.starband.net] has left #wesnoth-dev [] 20120821 04:37:46-!- mordocai [~mordocai@mail.mordocai.net] has quit [Quit: Leaving] 20120821 04:42:42-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has quit [Quit: bye] 20120821 04:50:00-!- PolarPanda 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20120821 10:30:46-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 10:30:46-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 10:30:46-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 10:35:05-!- stikonas_ [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 10:35:06-!- stikonas_ [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 10:35:06-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 10:36:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 248 seconds] 20120821 11:08:27-!- ejls [~Epsilon01@mszy.domu.7un.net] has quit [Ping timeout: 252 seconds] 20120821 11:14:19< Necrosporus> How do I modified hide which hides unit only from units which are more than one hex away? 20120821 11:14:48< Necrosporus> So it would be visible for adjacent unit and units adjacent to adjcent 20120821 11:14:54< Necrosporus> but not for more far units 20120821 11:15:21-!- horon [~horon@nttkyo331099.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20120821 11:15:40-!- ejls [~Epsilon01@mszy.domu.7un.net] has joined #wesnoth-dev 20120821 11:20:04< Crab_> Necrosporus: you can try to make a set of events which will 'unhide' nearby hidden units after each move (and after moves over hexes). don't know how slow it'll be. 20120821 11:25:46< Necrosporus> Crab_, I'm making an unit into addon, it's probably must be coded in [hide] [/hide] section of abilities.cfg 20120821 11:26:06< Necrosporus> And I don't know how to make events 20120821 11:26:18< Crab_> then, sorry; but ask around :) 20120821 11:28:39< zookeeper> Necrosporus, do it just like hides except use the filters to make it so 20120821 11:29:09< Necrosporus> zookeeper, where's filter syntax? 20120821 11:29:22< Necrosporus> I haven't found it in [hide] description 20120821 11:29:29< Necrosporus> So it must be on other page 20120821 11:29:42< zookeeper> dude, just read the page more carefully 20120821 11:29:53< zookeeper> there's a big section for tags and keys common to all ability tags 20120821 11:35:45< zookeeper> ambush filters for terrain, you want to filter for adjacent enemies 20120821 11:38:49< Necrosporus> Extra keys used by the [hides] ability 20120821 11:38:49< Necrosporus> alert: the displayed text when the unit is discovered. Default "Ambushed!". 20120821 11:39:39< Necrosporus> [filter_adjacent]: StandardUnitFilter, which takes an extra key adjacent, which is used to specify which adjacent hexes to filter on. adjacent is a comma seperated list of any combination of these directions: n,ne,se,s,sw,nw. 20120821 11:39:39< Necrosporus> [filter_adjacent_location]: like [filter_adjacent], except that it filters on the locations rather than the units. 20120821 11:40:53< Necrosporus> [filter_adjacent] with a StandardUnitFilter as argument; do not use a [filter] tag. If present the correct number of adjacent units must match this filter. 20120821 11:40:54< Necrosporus> StandardUnitFilter tags and keys 20120821 11:40:54< Necrosporus> count: a number, range, or comma separated range; default "1-6" 20120821 11:40:54< Necrosporus> adjacent: a comma separated list of directions; default "n,ne,se,s,sw,nw" 20120821 11:40:54< Necrosporus> is_enemy: a boolean specifying whether the adjacent unit must be an enemy or an ally (optional) 20120821 11:43:51< Necrosporus> zookeeper, I didn't get it, probably because it's my first attempt to write on WML 20120821 11:43:54< Necrosporus> http://pastebin.com/z9WP7Haq 20120821 11:44:08< shadowm> Yeah, don't paste more than three lines at a time on this channel. 20120821 11:45:00< Necrosporus> Ah, sorry 20120821 11:45:22< Necrosporus> So can you fix ability chameleon please? 20120821 11:47:04< Necrosporus> I want unit to be unhided when enemy unit gets closer than two hexes away 20120821 11:57:08-!- timotei [~timotei@194.117.242.16] has joined #wesnoth-dev 20120821 11:57:17-!- timotei [~timotei@194.117.242.16] has quit [Changing host] 20120821 11:57:18-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120821 12:00:57< zookeeper> Necrosporus, eh, actually it'd be kinda tricky to do that 20120821 12:01:22< zookeeper> it's easy to filter for adjacent units, but not so easy to filter for non-adjacent ones 20120821 12:01:52< Necrosporus> It's why I asked for help 20120821 12:02:24< Necrosporus> count: a number, range, or comma separated range; default "1-6" 20120821 12:02:32< Necrosporus> maybe this thing would help? 20120821 12:02:35< zookeeper> no 20120821 12:02:51< Necrosporus> What does mean range? 20120821 12:03:09< zookeeper> 1-6 is a range 20120821 12:03:12< zookeeper> 2-3 is a range 20120821 12:03:27< zookeeper> range of values 20120821 12:03:35< Necrosporus> Ah 20120821 12:03:42< Necrosporus> I though that's how many hexes away 20120821 12:04:34< zookeeper> anyway, it can be done in a single filter _if_ you're fine with allied units revealing the unit as well as enemies 20120821 12:05:44-!- loonybot [~loonybot@46.138.73.123] has joined #wesnoth-dev 20120821 12:05:44-!- loonybot [~loonybot@46.138.73.123] has quit [Changing host] 20120821 12:05:44-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20120821 12:06:03< Necrosporus> zookeeper, revealing for allies or revealing for everyone? 20120821 12:06:17< zookeeper> the latter is the only thing you can do 20120821 12:06:59< Necrosporus> How would it look like? It's not what I want, but at least I would take an idea and maybe think something out 20120821 12:07:09< Crab_> zookeeper: why that 'allies' limitation? 20120821 12:07:50-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Quit: Konversation terminated!] 20120821 12:08:03< zookeeper> Crab_, because the way to do it would be to check for units with a radius, and compare the sides with $this_unit.side... but then again it sounds like i'd need to do that inside the inner SUF which probably wouldn't work 20120821 12:08:34< zookeeper> so long story short: it's too complicated, don't try to do it 20120821 12:08:35< Crab_> zookeeper: [filter_side] probably should work , if $this_unit.side is available 20120821 12:09:11< zookeeper> yeah but [filter_side] is gonna be inside the inner SUF so $this_unit ought to point to _that_ unit, not the unit with the ability... i think 20120821 12:09:52< Crab_> zookeeper: I see, thanks 20120821 12:10:24-!- MrBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120821 12:10:30-!- SirBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120821 12:10:30< zookeeper> doing it with events or a lua filter would be the only way to make it work, AFAICT 20120821 12:10:45< Necrosporus> How else can I implement giant reptile which is a chameleon, so it changes its color to match terrain. Its not complete invisibilty as it currently is 20120821 12:11:15< Crab_> zookeeper: or if we add C++ support for filter upvalues. i.e, make something like "$up.this_unit" possible, to reference the scoped variables of the outer filters 20120821 12:11:16< zookeeper> give it several standing animations, each triggering only on particular terrains 20120821 12:11:36-!- SirBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20120821 12:11:43-!- MrBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20120821 12:11:44< ancestral> How about a unit picture with alpha channel that's like 20% or something? 20120821 12:11:53< ancestral> (as far as a visual effect) 20120821 12:11:57-!- MrBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120821 12:12:00< Necrosporus> zookeeper, how to make it chameleon for AI enemy too? 20120821 12:12:18< zookeeper> what? 20120821 12:12:25< Necrosporus> ancestral, currently hides ability makes it transparent automatically 20120821 12:12:35< Necrosporus> I guess it's not necessary to change the sprite 20120821 12:13:05< Necrosporus> zookeeper, if I add this animation, than it would be hardly visible for humans 20120821 12:13:09< Necrosporus> but not for enemy 20120821 12:13:14< zookeeper> Crab_, yeah, sure, but i wouldn't do it just for this usecase... it can be done cleanly with lua after all. it's just that necro will be hard pressed to have someone write it for him :P 20120821 12:13:14< Necrosporus> if it's AI 20120821 12:13:42< Necrosporus> zookeeper, add filter to units N hexes away 20120821 12:13:47< Necrosporus> or N moves away 20120821 12:13:57< zookeeper> ...so you're asking how to make it so that the AI has to squint its eyes to see the unit? well, unsurprisingly, you can't 20120821 12:14:43< ancestral> Heh 20120821 12:15:20< Necrosporus> Can I make it unhiding when it crosses terrain boundary? 20120821 12:15:35< Necrosporus> like it takes some time to change collor 20120821 12:16:22< zookeeper> maybe 20120821 12:28:00< Necrosporus> Maybe I should keep it as it is unless there would be one who write it on lua or via events 20120821 12:28:09< Necrosporus> or somehow else 20120821 12:28:28< Necrosporus> zookeeper, what about coordinates? 20120821 12:28:52< Necrosporus> maybe if we know coordinates of unit, we can match coordinates of enemies somehow 20120821 12:34:53< Necrosporus> btw, zookeeper do you want to take a look on my addon? My co-author reports it doesn't load, while it works fine (without even warnings) on my machine 20120821 12:35:45< zookeeper> i don't have time atm 20120821 12:36:17< Necrosporus> Also she reports Wesnoth doesn't start at all from console. just nothing happens 20120821 12:40:51-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120821 12:42:19-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20120821 12:54:36-!- ancestral [~ancestral@65-128-252-93.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20120821 13:15:16-!- EdB [~edb@tss37-1-89-82-194-231.dsl.sta.abo.bbox.fr] has quit [Quit: Konversation terminated!] 20120821 13:34:05-!- Ingeniumed [u5855@gateway/web/irccloud.com/x-eyyvnqdhkvcbgyxo] has quit [Quit: Connection closed for inactivity] 20120821 13:35:54-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 260 seconds] 20120821 13:38:58-!- stikonas_ [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 13:38:58-!- stikonas_ [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 13:38:58-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 13:42:45-!- vultraz_laptop [~chatzilla@124.109.10.221] has joined #wesnoth-dev 20120821 13:54:04-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 268 seconds] 20120821 13:54:58-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 14:00:31-!- hopman- [~chris@50-193-32-122-static.hfc.comcastbusiness.net] has quit [Ping timeout: 246 seconds] 20120821 14:03:10-!- hopman- [~chris@50-193-32-122-static.hfc.comcastbusiness.net] has joined #wesnoth-dev 20120821 14:24:21-!- Elvish_Pillager [~eli@66-189-34-122.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20120821 14:27:34< Necrosporus> [binary_path] 20120821 14:27:34< Necrosporus> path=data/add-ons/Age_of_Tentacles/ 20120821 14:27:34< Necrosporus> [/binary_path] 20120821 14:27:45-!- mjs-de [~mjs-de@g224177158.adsl.alicedsl.de] has joined #wesnoth-dev 20120821 14:28:08< Necrosporus> Can I do something to make _main.cfg be able to use any directory instead of this one? 20120821 14:28:13< Necrosporus> maybe path=. 20120821 14:28:18< Necrosporus> or something like that 20120821 14:28:37< Necrosporus> make it independent of top level addon directory name 20120821 14:36:19< vultraz> why don't you just use the correct dir name 20120821 14:44:13-!- csarmi [~csarmi@host-88-132-139-138.prtelecom.hu] has quit [Ping timeout: 244 seconds] 20120821 14:48:25< Necrosporus> vultraz, which one is correct? 20120821 14:50:05-!- csarmi [~csarmi@host-88-132-151-147.prtelecom.hu] has joined #wesnoth-dev 20120821 14:55:49< Necrosporus> How to start Wesnoth on windows to see what's wrong? 20120821 14:56:02< Necrosporus> It draws "image not found" instead of sprite on windows 20120821 14:56:13< Necrosporus> While on same addon on linux it's all fine 20120821 15:00:39< vultraz> Necrosporus: um...the dir name of whatever the _main.cfg is in... 20120821 15:00:53< Necrosporus> yes 20120821 15:01:03< Necrosporus> It's how it's made currently 20120821 15:01:18< Necrosporus> But I would like to make the addon working from any directory 20120821 15:04:35< Necrosporus> Wesnoth on Windows doesn't report anything into console 20120821 15:04:59< Necrosporus> --help swithch doesn't work 20120821 15:07:31-!- MrBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20120821 15:07:34< Crab_> Necrosporus: there should be a stderr.txt file , see http://forums.wesnoth.org/viewtopic.php?t=23894 20120821 15:09:05< vultraz> I don't think there's a way 20120821 15:32:27-!- Crendgrim [~crend@77-22-112-72-dynip.superkabel.de] has joined #wesnoth-dev 20120821 15:37:36< Necrosporus> 20120821 17:16:14 error filesystem: Trying to open file with empty name. 20120821 15:37:36< Necrosporus> 20120821 17:17:00 error display: could not open image 'shessinsaans/shessinsaan.png' 20120821 15:37:42< Necrosporus> What can it be? 20120821 15:37:50< Necrosporus> File exists 20120821 15:37:51-!- fendrin [~fabi@88-134-45-87-dynip.superkabel.de] has joined #wesnoth-dev 20120821 15:37:52-!- fendrin [~fabi@88-134-45-87-dynip.superkabel.de] has quit [Changing host] 20120821 15:37:52-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20120821 15:39:59< fendrin> hello 20120821 15:43:26-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120821 15:51:10< Necrosporus> 20120821 17:30:42 debug filesystem: found at 'C:/Documents and Settings/saurrian/Мои документы/My Games/Wesnoth1.10/data/add-ons/Age_of_Tentacles/images/shessinsaans/shessinsaan.png' 20120821 15:51:10< Necrosporus> 20120821 17:30:42 error display: could not open image 'shessinsaans/shessinsaan.png' 20120821 15:51:10< Necrosporus> 20120821 17:30:42 debug filesystem: Looking for 'misc/missing-image.png'. 20120821 15:51:14< Necrosporus> What can it be? 20120821 15:51:30< Necrosporus> File is found but could not be opened 20120821 15:51:47< Necrosporus> If you type same path into browser, image opens fine 20120821 15:52:07< vultraz> Necrosporus: is the binary path set right? 20120821 15:52:19< Necrosporus> vultraz, in addon? 20120821 15:53:06< Necrosporus> [binary_path] path=data/add-ons/Age_of_Tentacles/ [/binary_path] 20120821 15:53:21< Necrosporus> that's from my _main.cfg 20120821 16:08:02< Necrosporus> vultraz, any idea? 20120821 16:15:25< Necrosporus> We found out this bug only appear on Windows 20120821 16:15:38< Necrosporus> And only if you install Wesnoth into My Documents 20120821 16:15:44< Crab_> Necrosporus: what would happen if you use a path without non-ascii characters in it? 20120821 16:15:52< Necrosporus> Crab_, than it works 20120821 16:16:02-!- worduk [~jon@77.76.205.90] has joined #wesnoth-dev 20120821 16:16:09< Necrosporus> There is option to install wesnoth into Program Files 20120821 16:16:24< Necrosporus> If you use this option than image is shown finely 20120821 16:16:40< Crab_> Necrosporus: then it's a bug in wesnoth, for folder names with non-ascii characters, probably only on windows. 20120821 16:16:49< Necrosporus> Yeah, probably 20120821 16:16:58< Crab_> Necrosporus: perchance worth filing a bug report on bugs.wesnoth.org 20120821 16:17:00< Necrosporus> I guess, it must be fixed for 1.10.4 20120821 16:17:16< Necrosporus> Crab_, may you do that for me? 20120821 16:17:30< Crab_> Necrosporus: yes, I'll add a bug there. 20120821 16:17:35< Crab_> Necrosporus: and thanks for spotting it. 20120821 16:17:40< Necrosporus> firefox reports This Connection is Untrusted 20120821 16:17:46< Crab_> it's expected. 20120821 16:18:06< Crab_> unfortunately, gna is using a cert which is not recognized by major browsers. 20120821 16:18:18< Crab_> for 1.10.4... depends on how easy it is to fix. if the fix involves some heavy rewrites of the filesystem code, maybe not. 20120821 16:18:26-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has joined #wesnoth-dev 20120821 16:18:47< Necrosporus> Crab_, have you got enough details? 20120821 16:19:13< Necrosporus> 20120821 17:29:32 debug general: chaotic_description="Хаотичные бойцы лучше сражаются ночью, Р° РІ течение РґРЅСЏ С…СѓР¶Рµ. 20120821 16:19:23< Necrosporus> Also stderr.txt seems crapped 20120821 16:19:36< Crab_> just try to open the file in different encoding 20120821 16:19:40< Necrosporus> It mixes CP1251 and UTF-8 for cyrillic chars 20120821 16:19:49< Necrosporus> Crab_, yeah, but it mixed 20120821 16:19:55< Crab_> ah, I see 20120821 16:19:59< Necrosporus> paths are fine 20120821 16:20:05< Necrosporus> While stuff like descr is not 20120821 16:20:12< Crab_> I see 20120821 16:23:30< Crab_> Necrosporus: that's 1.10.3 ? 20120821 16:25:35< Necrosporus> Yes 20120821 16:26:17< Necrosporus> Also checked on two computers with russian windows version 20120821 16:27:22< Crab_> I've submitted a bug report, then. thanks. 20120821 16:28:12< mattsc> Hi, Crab_. Did you see taptap's post today in my AI thread? 20120821 16:28:22< Crab_> mattsc: not yet 20120821 16:28:37< mattsc> It's about AI behavior in general, so I thought you might be interested. I also am not quite sure how to respond. 20120821 16:29:23< Crab_> I'll take a look 20120821 16:30:08-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Read error: No route to host] 20120821 16:30:14< Crab_> mattsc: the way to deal with it is to expose the attack evaluation routine to lua\ 20120821 16:30:32< Crab_> mattsc: so, it'd be possible with experiment with the rating of attacks, i.e. by using something other than CTK 20120821 16:30:38< mattsc> That would be ideal. 20120821 16:30:49< mattsc> That's quite a bit of work though, isn't it? 20120821 16:30:56-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 16:30:57-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 16:30:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 16:31:06< Crab_> mattsc: yes and no. just a refactoring, but some messy code. 20120821 16:31:18< Crab_> for the healing part, that can be tried with some CAs already. 20120821 16:32:23< mattsc> Yeah - I could do that but I don't have time for that right now. 20120821 16:32:59< mattsc> I'll put it onto my long-term task list and might get back to it if somebody else doesn't do it first. 20120821 16:35:39-!- negusnyul [~negusnyul@dsl4E5CD6CD.pool.t-online.hu] has joined #wesnoth-dev 20120821 16:43:08-!- gabba [d8623925@wesnoth/developer/gabba] has joined #wesnoth-dev 20120821 16:54:45-!- mattsc [~mattsc@24.102.134.37.res-cmts.sm.ptd.net] has quit [Quit: bye] 20120821 16:56:33< Necrosporus> Alarantalara, can you please say how to make that chameleon unhide? 20120821 16:56:41< Necrosporus> You said it's possible in few lines 20120821 16:56:48< Necrosporus> And noone yet found out 20120821 16:58:39< Alarantalara> I misremembered the use of $this_unit. What the others said is correct. 20120821 17:10:26< Necrosporus> Why even there are WML? Why not just XML or other existing language? 20120821 17:12:44-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 272 seconds] 20120821 17:15:59-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has joined #wesnoth-dev 20120821 17:16:53-!- horon [~horon@nttkyo331099.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20120821 17:25:36-!- Crab_ [Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20120821 17:35:30-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has quit [Quit: The computer fell asleep] 20120821 17:35:52-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has joined #wesnoth-dev 20120821 17:40:44-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has quit [Ping timeout: 265 seconds] 20120821 17:50:52-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20120821 17:54:39< Necrosporus> http://plasmon.rghost.ru/39918433/image.png 20120821 17:56:24< Necrosporus> Something with fonts after wesnoth being reinstalled from documents to program files 20120821 18:03:29-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20120821 18:24:29-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has joined #wesnoth-dev 20120821 18:33:42< Ivanovic> gabba: please make sure to submit your final eval 20120821 18:34:47< Ivanovic> Crab_: the same for you ^ 20120821 18:42:58-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120821 18:43:31-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has quit [Read error: Connection reset by peer] 20120821 18:43:47-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has joined #wesnoth-dev 20120821 18:47:28< gabba> Ivanovic: yup 20120821 18:50:44-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20120821 18:54:18-!- gabba [d8623925@wesnoth/developer/gabba] has quit [Quit: Page closed] 20120821 19:00:09< Necrosporus> Font bugs in wesnoth 1.10.3 under windows: http://plasmon.rghost.ru/39918433/image.png 20120821 19:00:21< Necrosporus> I got a stderr.txt with debug logs 20120821 19:00:30< Ivanovic> File is deleted. 20120821 19:00:48< Ivanovic> have you rebooted after install? 20120821 19:00:59< Necrosporus> no 20120821 19:01:30< Necrosporus> (also not mine computer) 20120821 19:03:48-!- negusnyul [~negusnyul@dsl4E5CD6CD.pool.t-online.hu] has quit [Quit: Konversation terminated!] 20120821 19:05:00< Necrosporus> http://rghost.net/39919969/image.png 20120821 19:05:10< Necrosporus> Ivanovic, same file 20120821 19:05:50-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has quit [Quit: i go sleeps kthxbai] 20120821 19:13:12-!- Gallaecio [~quassel@84.120.114.134.dyn.user.ono.com] has joined #wesnoth-dev 20120821 19:35:27< Ivanovic> Necrosporus: then have the user reboot! 20120821 19:35:46< Ivanovic> yes, this is known and strange windows behavior, there is a reason for the "please reboot now" in the installer process 20120821 19:35:51< Necrosporus> Ivanovic, without reinstalling again? 20120821 19:35:55< Ivanovic> yes 20120821 19:36:02< Ivanovic> right after installation reboot and then it should work 20120821 19:36:23< Ivanovic> this is a windows only issue, where the OS behaves strangely with our fonts 20120821 19:40:25< AI0867> Necrosporus: you can unhide hidden units by messing with their [status]hidden key 20120821 19:41:23< Necrosporus> AI0867, that's fine but what's about the trigger (enemy got closer than 2 tiles away)? 20120821 19:41:40< Necrosporus> Maybe it can be just added into [hide] tag? 20120821 19:46:57< AI0867> that part should be possible with filters 20120821 19:47:24< AI0867> in fact, I believe it already exists 20120821 19:49:51-!- wesbot changed the topic of #wesnoth-dev to: stringfreeze for branches/1.10 | 1.10.4 planned for 24th August | 1.11.0 planned for 25th August| 186 bugs, 338 feature requests, 18 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20120821 19:54:14-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20120821 19:54:27< mordante> servu 20120821 19:54:29< mordante> servus* 20120821 19:54:32< vultraz> lol 20120821 19:54:55< mordante> typing is not my strongest point ;-) 20120821 19:55:06< vultraz> ;) 20120821 20:20:25-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120821 20:32:13-!- noy [~Noy@S010600236999f399.vw.shawcable.net] has joined #wesnoth-dev 20120821 20:32:18-!- noy [~Noy@S010600236999f399.vw.shawcable.net] has quit [Changing host] 20120821 20:32:18-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120821 20:36:34-!- MrBeast [~foo@pD950A3AF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120821 20:58:31< Necrosporus> AI0867, http://pastebin.com/z9WP7Haq 20120821 20:58:38< Necrosporus> Maybe you can code it somehow? 20120821 20:59:02< Necrosporus> People said it won't work because of nested filters problems 20120821 20:59:22< Necrosporus> Said it's easy to unhide if any unit nearby but not for only enemy units 20120821 21:01:50-!- lipkab [~lipk@apn-130-43-247-225.vodafone.hu] has joined #wesnoth-dev 20120821 21:12:58-!- jamit [~james@pool-96-235-148-103.cmdnnj.east.verizon.net] has joined #wesnoth-dev 20120821 21:15:42-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20120821 21:26:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 272 seconds] 20120821 22:04:00-!- negusnyul [~negusnyul@dsl4E5CD6CD.pool.t-online.hu] has joined #wesnoth-dev 20120821 22:09:15-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120821 22:10:34-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20120821 22:21:55< AI0867> Necrosporus: https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/Era_of_Strife/macros/abilities.cfg 20120821 22:22:07< AI0867> the last ability in the file is very similar to what you want 20120821 22:29:07< Necrosporus> Yeah, only difference it's 3 hexes away 20120821 22:29:34< Necrosporus> Thank you 20120821 22:30:47< Necrosporus> zookeeper, how can you comment on this? 20120821 22:32:26< Necrosporus> Ah... that's not translucent 20120821 22:32:33< zookeeper> well... it ought to work as long as there are not translucent units on opposing teams. 20120821 22:33:24< Necrosporus> But still impossible to make it enemy units instead of translucent? 20120821 22:33:43< zookeeper> not impossible, but more complicated 20120821 22:34:03< Necrosporus> But there are nested filters? 20120821 22:34:29< Necrosporus> is unit side somehow different from "translucent ability"? 20120821 22:34:38< zookeeper> i don't understand the relevance of the question 20120821 22:35:18< Necrosporus> Why I can't just replace construction checking for near translucent units to checking for enemy units? 20120821 22:35:56< lipkab> Necrosporus: Because units don't have an is_enemy-like property. 20120821 22:36:00< zookeeper> because there's no way to do it 20120821 22:36:19< Necrosporus> Anyways I think I should do it other way 20120821 22:36:41< Necrosporus> Can I make unit unhide if it moves without event? 20120821 22:36:57< Necrosporus> (even would make undo impossible) 20120821 22:37:01< Necrosporus> * event 20120821 22:37:11< lipkab> I think it should be rather simple to filter for enemy units with side filters... 20120821 22:37:23< zookeeper> you can make a unit unhide when it has less than max moves left, which sounds like the same thing. 20120821 22:38:56< lipkab> (Events don't necessarily disable undo, by the way) 20120821 22:42:11-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120821 22:57:15-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 22:57:20-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 22:57:20-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 23:02:47-!- Crendgrim [~crend@77-22-112-72-dynip.superkabel.de] has quit [Quit: ...] 20120821 23:04:03< mordante> I'm off night 20120821 23:05:02-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20120821 23:17:35-!- lipkab [~lipk@apn-130-43-247-225.vodafone.hu] has quit [Quit: And away we go] 20120821 23:23:44-!- Gambit [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20120821 23:24:44< Necrosporus> [filter_self] [filter_wml] formula="moves = max_moves" [/filter_wml] [/filter_self] 20120821 23:25:06< Necrosporus> zookeeper, I probably did it wrong 20120821 23:25:12-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120821 23:25:14< Necrosporus> since it doesn't seem to filter at all 20120821 23:25:30< zookeeper> or just [filter_self] [not] [filter_wml] moves=$this_unit.max_moves 20120821 23:25:46< Necrosporus> But what's about my thing? 20120821 23:25:53< Necrosporus> is it wrong? 20120821 23:26:21< zookeeper> well if it doesn't work then of course it's wrong :p i don't remember much at all about formulas so i dunno how it should be like 20120821 23:26:54-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.88.2 [Firefox 11.0/20120312181643]] 20120821 23:29:09< Necrosporus> warning engine: variable_info: retrieving member of non-existent WML container, this_unit.max_moves 20120821 23:32:18 * zookeeper shrugs 20120821 23:32:53< Necrosporus> Ah... that was a whitespace 20120821 23:32:59< Necrosporus> between and after = 20120821 23:34:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20120821 23:36:27-!- ancestral [~ancestral@65-128-252-93.mpls.qwest.net] has joined #wesnoth-dev 20120821 23:36:39-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 23:36:39-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 23:36:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 23:37:36-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120821 23:40:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20120821 23:41:51-!- negusnyul [~negusnyul@dsl4E5CD6CD.pool.t-online.hu] has quit [Quit: Konversation terminated!] 20120821 23:42:04-!- negusnyul [~negusnyul@dsl4E5CD6CD.pool.t-online.hu] has joined #wesnoth-dev 20120821 23:43:29< ancestral> Correct me if I'm wrong, but the way games on the server work is that the game and its logic are done on the clients and then synced through the server, right? 20120821 23:43:34-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has joined #wesnoth-dev 20120821 23:43:34-!- stikonas [~gentoo@ctv-79-132-164-161.vinita.lt] has quit [Changing host] 20120821 23:43:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120821 23:44:21< ancestral> Still, there's something still open and running on the server, since the host can leave and the game will continue 20120821 23:56:16-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Read error: Connection reset by peer] 20120821 23:57:35-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev --- Log closed Wed Aug 22 00:00:30 2012