--- Log opened Tue Sep 04 00:00:16 2012 20120904 00:08:50-!- balrog [~balrog@unaffiliated/balrog] has quit [Changing host] 20120904 00:08:50-!- balrog [~balrog@discferret/developer/balrog] has joined #wesnoth-dev 20120904 00:09:22-!- mattsc [~mattsc@d50-92-210-201.bchsia.telus.net] has joined #wesnoth-dev 20120904 00:09:30-!- mjs-de [~mjs-de@f053191107.adsl.alicedsl.de] has joined #wesnoth-dev 20120904 00:14:56-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20120904 00:22:55-!- PolarPanda [~quassel@unaffiliated/peterporty] has quit [Remote host closed the connection] 20120904 00:24:05-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20120904 00:31:17-!- anonymissimus [~chatzilla@HSI-KBW-078-042-163-105.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.88.2 [Firefox 11.0/20120312181643]] 20120904 00:42:20-!- Andralexis [~qaguemopo@189.143.175.213] has quit [Quit: Quit] 20120904 00:50:19-!- esr_ [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has joined #wesnoth-dev 20120904 00:51:08-!- esr_ [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has quit [Client Quit] 20120904 01:02:35-!- balrog is now known as |balrog| 20120904 01:07:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20120904 01:23:17< AI0867> CIA is a little slow... 20120904 01:24:02< shadowm> Infinitely slow in our case. 20120904 01:24:56< shadowm> The SVN poller is broken at CIA's end, and Gna.org can't send real full notifications because they don't have actual support staff to fix a single line of code. 20120904 01:25:06< shadowm> So yeah, forget about CIA notifications. 20120904 01:40:26< AI0867> poller is broken too? 20120904 01:48:19< shadowm> That's what I said, and that's why my previous ping emails solution stopped working. 20120904 01:49:01< AI0867> some commits made it through 4 hours ago though 20120904 01:49:27< AI0867> it was still functional then? 20120904 01:49:34< shadowm> You mean those three that were part of a ridiculous git-svn test? 20120904 01:49:38< shadowm> Ignore them. 20120904 01:49:50< AI0867> ah, okay 20120904 01:49:52-!- wesbot changed the topic of #wesnoth-dev to: 188 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 20120904 01:50:10< shadowm> For reference: 20120904 01:50:11< shadowm> 20:49:02 -!- Topic for #cia: If you're missing messages, make sure your scripts are set to cia.vc, NOT cia.navi.cx (that hostname now no longer works) - apologies for the inconvenience. | current status: Thinking about long-term maintenance / replacing bits and pieces | SVN poller still crashlooping. 20120904 01:50:28< AI0867> k 20120904 01:50:35< shadowm> If "crashloop" is a thing, then it's probably catastrophic. 20120904 01:58:59-!- |balrog| is now known as balrog 20120904 02:24:22-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has joined #wesnoth-dev 20120904 02:48:27-!- Elvish_Pillager [~eli@dhip-029.rrw.residences.colby.edu] has quit [Ping timeout: 244 seconds] 20120904 02:58:40-!- mjs-de [~mjs-de@f053191107.adsl.alicedsl.de] has quit [Ping timeout: 246 seconds] 20120904 03:11:29-!- mjs-de [~mjs-de@g224176080.adsl.alicedsl.de] has joined #wesnoth-dev 20120904 03:35:46-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20120904 03:58:22-!- MrBeast [~foo@pD95089C2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20120904 04:48:30-!- jamit [~james@pool-96-235-158-32.cmdnnj.east.verizon.net] has quit [Quit: Leaving.] 20120904 04:51:12-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has left #wesnoth-dev [] 20120904 04:51:29-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120904 04:53:37-!- Ivanovic_ [~ivanovic@dtmd-4db2a575.pool.mediaWays.net] has joined #wesnoth-dev 20120904 04:57:00-!- mjs-de [~mjs-de@g224176080.adsl.alicedsl.de] has quit [Remote host closed the connection] 20120904 04:57:23-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20120904 04:57:31-!- Ivanovic_ is now known as Ivanovic 20120904 05:02:21-!- Gambit [~gambit@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20120904 05:13:41-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [] 20120904 05:54:25-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20120904 05:57:24-!- mattsc [~mattsc@d50-92-210-201.bchsia.telus.net] has quit [Quit: bye] 20120904 05:58:25-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has quit [Quit: *pouf*] 20120904 06:04:39-!- timotei [~timotei@194.117.242.16] has joined #wesnoth-dev 20120904 06:04:39-!- timotei [~timotei@194.117.242.16] has quit [Changing host] 20120904 06:04:39-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20120904 06:07:07-!- SpoOkyMagician [~chatzilla@74-141-242-243.dhcp.insightbb.com] has joined #wesnoth-dev 20120904 07:23:56-!- Ivanovic [~ivanovic@dtmd-4db2a575.pool.mediaWays.net] has quit [Changing host] 20120904 07:23:56-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20120904 07:34:33-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 08:09:44< SpoOkyMagician> is there a way to make a wml direct action for a specific unit to attack? the closes thing I see is [move_unit] but, i doubt that would help. 20120904 08:18:10< SpoOkyMagician> well, i couldn't find any way. but its getting late. ill check/request feature later. 20120904 08:18:21-!- SpoOkyMagician [~chatzilla@74-141-242-243.dhcp.insightbb.com] has quit [Quit: .zZ] 20120904 08:43:34-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20120904 08:58:14-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20120904 09:15:56-!- Jetrel [~Jetrel@wesnoth/artist/jetrel] has quit [Read error: Connection reset by peer] 20120904 09:17:09-!- Jetrel [~Jetrel@mn-10k-dhcp1-437.dsl.hickorytech.net] has joined #wesnoth-dev 20120904 09:17:10-!- Jetrel [~Jetrel@mn-10k-dhcp1-437.dsl.hickorytech.net] has quit [Changing host] 20120904 09:17:10-!- Jetrel [~Jetrel@wesnoth/artist/jetrel] has joined #wesnoth-dev 20120904 09:40:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120904 10:39:16-!- balrog [~balrog@discferret/developer/balrog] has quit [Ping timeout: 246 seconds] 20120904 10:45:51-!- balrog [~balrog@discferret/developer/balrog] has joined #wesnoth-dev 20120904 11:25:14-!- horon [~horon@nttkyo042189.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20120904 11:30:33-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120904 11:45:48-!- natasiel [~natasiel@wesnoth/mp-mod/natasiel] has quit [Quit: Leaving] 20120904 12:04:33-!- Ayne [~Ayne@HSI-KBW-078-042-132-056.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20120904 12:32:10-!- Elvish_Pillager [~eli@dhip-029.rrw.residences.colby.edu] has joined #wesnoth-dev 20120904 12:56:20-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20120904 13:03:59-!- mjs-de [~mjs-de@g224176080.adsl.alicedsl.de] has joined #wesnoth-dev 20120904 13:09:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20120904 13:12:02-!- stikonas [~gentoo@5.20.200.50] has joined #wesnoth-dev 20120904 13:12:03-!- stikonas [~gentoo@5.20.200.50] has quit [Changing host] 20120904 13:12:03-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20120904 13:14:15-!- loonybot [~loonybot@46.138.72.79] has joined #wesnoth-dev 20120904 13:14:16-!- loonybot [~loonybot@46.138.72.79] has quit [Changing host] 20120904 13:14:16-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20120904 13:47:32-!- CIA-105 [cia@cia.vc] has quit [Ping timeout: 248 seconds] 20120904 14:13:27-!- jamit [~james@pool-96-235-158-32.cmdnnj.east.verizon.net] has joined #wesnoth-dev 20120904 14:19:53-!- CIA-106 [cia@cia.vc] has joined #wesnoth-dev 20120904 14:28:40-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120904 14:56:03< fendrin> AI0867: Did you wrote the wmlparser.py ? 20120904 15:00:14< AI0867> no 20120904 15:00:19< AI0867> I just did some work on it 20120904 15:00:45< AI0867> and you shouldn't use it unless wmlparser2.py is unsuitable for some reason 20120904 15:01:13< AI0867> it does no parse WML quite the same way as wesnoth 20120904 15:01:17< AI0867> s/no/not 20120904 15:01:51< fendrin> AI0867: I have copied it and modified to read the data files of another hex field turn game, there I have no need for preprocessing. It works quite nice, wmlparser2 would not have been a better base for that. 20120904 15:02:30< AI0867> k 20120904 15:02:57< AI0867> I'd suggest using JSON instead, like frogatto is doing though 20120904 15:04:45< fendrin> Well, I am through, the script is perfect. 20120904 15:06:07< fendrin> It produces wmldata objects that can be translated into the semantic of Wesnoth by another python script I am working on. 20120904 15:10:48-!- mattsc [~mattsc@216.123.55.165] has joined #wesnoth-dev 20120904 15:30:31-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20120904 15:50:44-!- negusnyul [~negusnyul@dsl4E5CD2F5.pool.t-online.hu] has joined #wesnoth-dev 20120904 15:58:41-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120904 16:00:39-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20120904 16:01:01< Espreon> AI0867: If you look at a tutorial save's information, you'll find "UNTLB" next to "Difficulty:" 20120904 16:01:25-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120904 16:01:45< AI0867> that's not good 20120904 16:01:55< Espreon> Indeed. 20120904 16:02:03< AI0867> for some reason a translated value is saved 20120904 16:07:19-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 240 seconds] 20120904 16:08:34< Ayne> I'm working on that 20120904 16:14:08-!- mattsc [~mattsc@216.123.55.165] has quit [Quit: I'm asleep] 20120904 16:15:35< loonycyborg> Ayne: What exactly the assignment on line 183 in src/playcampaign.cpp is supposed to accomplish? 20120904 16:16:57< loonycyborg> Because currently it foils safebool idiom and assigns truth value of the 'vars' variable :P 20120904 16:19:33< Ayne> loonycyborg: You're right, that's not supposed to happen.. It should be gamestate.carryover_sides_start.child("variables") = vars; of course 20120904 16:19:42< Ayne> or child_or_add or something along those lines 20120904 16:19:45< Ayne> my bad, sorry 20120904 16:24:04< loonycyborg> Ayne: I'll make it use child_or_add, be sure to double check that it does what you need. 20120904 16:27:34< Ayne> loonycyborg: Yes, it should, the old line that I replaced was gamestate.set_variables(vars); and set_variables(vars) does pretty much the same thing 20120904 16:29:40< loonycyborg> kk 20120904 16:35:37-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20120904 17:04:33-!- horon [~horon@nttkyo042189.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20120904 17:37:13-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 17:41:10-!- Soliton [~Soliton@wesnoth/developer/soliton] has quit [Ping timeout: 272 seconds] 20120904 17:42:40< Necrosporus> I can't connect addon server 20120904 17:44:03-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20120904 17:44:33< negusnyul> Apparently the server is down: http://www.downforeveryoneorjustme.com/wesnoth.org 20120904 17:44:59< Necrosporus> I hope it's not because of me 20120904 17:45:51< vultraz> says it's up 20120904 17:47:17< negusnyul> hmm now it works 20120904 17:49:32< Necrosporus> addon server still doesn't 20120904 17:51:13< Soliton> load is quite high still. 20120904 17:53:19-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has quit [Quit: The computer fell asleep] 20120904 17:53:46-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has joined #wesnoth-dev 20120904 17:56:32< Soliton> should be fine now. 20120904 17:57:34< Necrosporus> Updated my addon on server 20120904 17:58:05-!- SeattleDad [~SeattleDa@50-46-117-63.evrt.wa.frontiernet.net] has quit [Ping timeout: 252 seconds] 20120904 17:58:28< Necrosporus> Already 12 downloads 20120904 17:58:34< Necrosporus> I wonder who it might be 20120904 18:03:26< Soliton> note that the web interface downloads it on every change. 20120904 18:26:44-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has joined #wesnoth-dev 20120904 18:38:42-!- SeattleDad [~SeattleDa@70.103.74.91] has joined #wesnoth-dev 20120904 18:41:06-!- Ayne [~Ayne@HSI-KBW-078-042-132-056.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: Leaving] 20120904 18:42:26-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20120904 18:43:15-!- SeattleDad [~SeattleDa@70.103.74.91] has quit [Client Quit] 20120904 18:59:36-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20120904 19:03:18-!- ancestral [~ancestral@173-160-116-106-Minnesota.hfc.comcastbusiness.net] has quit [Quit: i go sleeps kthxbai] 20120904 19:12:38-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20120904 19:21:57< Necrosporus> boucman, so with animation, can you help me? 20120904 19:22:34< Necrosporus> I want unit to be animated after move without blocking other units movement 20120904 19:23:00< Necrosporus> post_movement_anim blocks other units from moving 20120904 19:23:18< Necrosporus> animation within moveto event does it too 20120904 19:23:38< Necrosporus> And this animation is mean to be quite long, so it's not acceptable 20120904 19:23:55< Necrosporus> Standing animation works but is repeated 20120904 19:25:19< boucman> Necrosporus: that can't be done 20120904 19:25:31< Necrosporus> At all? 20120904 19:25:41< Necrosporus> boucman, what about terrain animation? 20120904 19:25:53< boucman> terrain animations are independant from unit animations 20120904 19:26:06< Necrosporus> Yes, but can't I play it where unit moved to? 20120904 19:26:27< boucman> could you describe to me what you are trying to do... in term of visual effect, not of animation engine 20120904 19:26:45< boucman> not sure... I am not very knowledgeable in terrain anims 20120904 19:27:05< boucman> but basically all animations are more or less blocking... 20120904 19:27:07< Necrosporus> I made a new ability, Chameleon, it is meant to hide unit when it doesn't move 20120904 19:27:15< boucman> hmm 20120904 19:27:50< boucman> what do you mean by "doesn't move" it becomes invisible at start of turn if it hasn't moved in the previous turn ? 20120904 19:28:00< Necrosporus> When unit moves from one point to another, it got opaque and moves, than when it ends its movement, it must became transparent slooowly 20120904 19:28:20< Necrosporus> It became invisible on start of side turn 20120904 19:28:22< boucman> why slowly ? 20120904 19:28:35-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20120904 19:28:38< Necrosporus> Because real chameleons can change their color only slowly 20120904 19:28:42-!- loonybot [~loonybot@46.138.72.79] has joined #wesnoth-dev 20120904 19:28:43-!- loonybot [~loonybot@46.138.72.79] has quit [Changing host] 20120904 19:28:43-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20120904 19:28:46< boucman> i'm trying to understand in what way this is different from some sort of invisibility 20120904 19:28:47< Necrosporus> about 1 minute to change 20120904 19:29:08< Necrosporus> you may want to take a look on addon itself 20120904 19:29:26< boucman> wouldn't that be more annoying than usefull ? 20120904 19:29:38< Necrosporus> Its already implemented, but via standing animation, which got repeated even though I made it very long it doesn't end when it's meant to 20120904 19:30:09< Necrosporus> boucman, I guess, it's easier if you download my addon and see yourself how it works 20120904 19:30:16< Necrosporus> Age of Tentacles 20120904 19:30:42< boucman> standing anim are more or less the only non-blocking animations (with idle anims) 20120904 19:31:02< Necrosporus> Can I disable idle anim? 20120904 19:31:15< boucman> i am not really convinced that this is a good ability from a gameplay PoV, but that's not the subject 20120904 19:31:25< boucman> for a specific unit, or for the whole game . 20120904 19:31:26< boucman> ? 20120904 19:31:35< Necrosporus> for specific unit 20120904 19:32:10< boucman> provide an empty idle anim with very high priority or provide no idle anim at all 20120904 19:32:34< Necrosporus> The problem with current implementation is: unit became opaque by itself when standing long enough (while I tried to use empty frame with duration=3600000 it didn't help) 20120904 19:33:12< boucman> hmm 20120904 19:33:48< Necrosporus> I though if I make unit transparent at start of standing anim and keep it its way for a hour it would work, but it didn't 20120904 19:33:53< boucman> that makes sense (with the way the engine work) whenever an idle animation is triggered or you select the unit, you restart the idle anim 20120904 19:34:18< Necrosporus> Seem like it's triggered even when unit doesn't have one 20120904 19:34:26< boucman> it is... 20120904 19:34:39< Necrosporus> I want idle anim not to be triggered at all 20120904 19:34:52< Necrosporus> for units with specific ability 20120904 19:35:45< boucman> Necrosporus: I dont' think what your ask for is really doable, you really need a non-blocking post-mvt animation... 20120904 19:36:17< boucman> let me check the code a bit 20120904 19:36:17< Necrosporus> You can make one for dev version than 20120904 19:36:51< Necrosporus> boucman, do I need to paste it or you would download entire addon? 20120904 19:40:02< boucman> Necrosporus: you can paste it, but i'm a bit short on time right now, and i'm pretty sure it's not doable... pre/post mvt anims might be made non-blocking, but I would need to study it in detail (well, not pre... post maybe) 20120904 19:43:15< Necrosporus> http://pastebin.com/HjuHQcVf 20120904 19:44:49< Necrosporus> It's way it's done now, it does what I want except unit became opaque by itself 20120904 19:46:26< Necrosporus> Also moves=$this_unit.max_moves generates wml errors, but it doesn't seem to affect gameplay 20120904 19:46:50-!- oldtopman [~oldtopman@184-96-243-11.hlrn.qwest.net] has joined #wesnoth-dev 20120904 19:46:51-!- oldtopman [~oldtopman@184-96-243-11.hlrn.qwest.net] has quit [Changing host] 20120904 19:46:51-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has joined #wesnoth-dev 20120904 19:49:52-!- wesbot changed the topic of #wesnoth-dev to: 187 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 20120904 19:50:38-!- Crendgrim [~crend@77-22-112-72-dynip.superkabel.de] has joined #wesnoth-dev 20120904 19:56:01-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120904 19:56:07-!- SirBeast [~foo@pD950802F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20120904 19:56:15-!- MrBeast [~foo@pD950802F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20120904 20:01:58-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20120904 20:17:07-!- balrog [~balrog@discferret/developer/balrog] has quit [Ping timeout: 246 seconds] 20120904 20:39:39< Soliton> if anything the animation engine should try to prevent such silly abuse, not add features to support it. though i guess post movement animations can be useful, too. 20120904 20:49:08-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120904 20:55:01-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20120904 21:00:21-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20120904 21:02:38-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: bye] 20120904 21:11:30< Necrosporus> Soliton, what's silly abuse? 20120904 21:11:51< Necrosporus> Animation engine should let developers to make visual effects they want 20120904 21:16:49< Soliton> within reason, sure. 20120904 21:16:59< Soliton> hiding a unit with animations is not reasonable. 20120904 21:17:41< Soliton> mixing graphics and gameplay that way is just annoying the player. 20120904 21:22:44< boucman> yeah, I agree on that 20120904 21:22:55< boucman> we have the invisible ability if you want to do something like that 20120904 21:26:37-!- Amu [smar@dsl-hkibrasgw3-ff25c000-52.dhcp.inet.fi] has joined #wesnoth-dev 20120904 21:38:14< Necrosporus> boucman, didn't you see the code 20120904 21:38:20< Necrosporus> I set 30% transparency 20120904 21:38:26< Necrosporus> It's just visual effect 20120904 21:38:41< Necrosporus> Hiding is separate ability and it's defined too 20120904 21:39:19< Necrosporus> So I want both invisible ability and appropriate visual effects 20120904 21:39:37< boucman> no hadn't checked yet 20120904 21:39:46< Necrosporus> Soliton, it's not hiding unit with animation, look at code 20120904 21:39:47< boucman> but yes, this makes more sense... 20120904 21:40:15< boucman> Necrosporus: you sure you don't simply want a fast fade-out as a post-mvt ? :) 20120904 21:40:17< Necrosporus> boucman, logically I hide unit when moves=max_moves, that's all 20120904 21:40:33< Necrosporus> boucman, yes, I want slow fade out 20120904 21:40:49< Necrosporus> at least in 3 - 5 seconds 20120904 21:41:16< boucman> Necrosporus: if the effect is "invisible when it has all its MP" maybe you want to have two standing anims, one with full opacity and one transparent 20120904 21:41:47< boucman> I don't think there is a "start of turn" animation event, but that something I could add easily (for trunk, obviously) 20120904 21:41:56< Necrosporus> boucman, also the bug you were pointed out. transparency doesn't work well on units with parts out of their tile 20120904 21:42:14< Necrosporus> boucman, there's event animation 20120904 21:42:26< boucman> Necrosporus: I was on a trip until last sunday, I know the bug is here, but I havn't looked at it yet 20120904 21:42:42< boucman> Necrosporus: what do you mean ? 20120904 21:42:55< Necrosporus> So this bug and animation problem both are related with my addon 20120904 21:43:13< Necrosporus> I mean there are several start of turn events and animation action 20120904 21:43:23< Soliton> Necrosporus: no, thanks. got better things to waste time on. 20120904 21:44:39< boucman> and you can trigger an animation from WML event ? i don't remember implementing that, but if it's there, that would probably be the approche I take (with a short fade out) 20120904 21:44:46< Necrosporus> boucman, what I want is a way for making animations non-blocking, I think you may want to add a key like non-blocking 20120904 21:44:49< shadowm> boucman: [animate_unit] 20120904 21:45:32< shadowm> There's also a few other WML actions that invoke the animation engine for specific purposes, such as [harm_unit] and [heal_unit] 20120904 21:45:56< boucman> Necrosporus: it's very easy to break the game with such a key, which is why it isn't implemented... 20120904 21:45:59< Necrosporus> boucman, I already use it for last breath event (play death animation when unit is dying from plague and make new one on its place) 20120904 21:46:15< boucman> this has been the most asked request on the engine, believe me if it were easy it would be done 20120904 21:47:09< Necrosporus> boucman, other way is to disable idle animation when there are none 20120904 21:47:19< Necrosporus> or to add specific key not to trigger it 20120904 21:47:36< Necrosporus> Than my current code would work as I want 20120904 21:47:43< Necrosporus> take a look, it's short 20120904 21:47:55< boucman> no, that's too specialized to break the engine for... 20120904 21:48:49< boucman> Necrosporus: disabling idle anims when there are none is a big engine change 20120904 21:49:03< boucman> the engine doesn't have any special case for any type of animation 20120904 21:49:08< boucman> and I want to keep it that way 20120904 21:49:43< Necrosporus> boucman, trigger idle animation only when at least one standing animation cycle was played 20120904 21:50:12< Necrosporus> So if I set standing anim to 1 hr, idle animation won't be ever triggered 20120904 21:50:20< boucman> i don't even know the animation being triggered is an idle anim when i'm in the engine 20120904 21:50:48< shadowm> Who in their sane mind would make a non-custcene unit animation lasting more than 2 seconds for a turn based strategy game. 20120904 21:51:02< Necrosporus> boucman, you may take my code and use some debug keys to see which animation is triggered 20120904 21:51:06< shadowm> 1 hour is an absolutely ridiculous amount of time. 20120904 21:51:19< boucman> that's not what I meant 20120904 21:51:42< boucman> the animation engine is totally neutral wrt the type of anim played, the very idea of type of anim doesn't exist within the engine 20120904 21:51:52< Necrosporus> shadowm, I just want unit to slowly fade out after movement in a non-blocking way 20120904 21:52:00< boucman> this is what gives the engine its versatility 20120904 21:52:23< Necrosporus> But there are some checks which animation is to play 20120904 21:52:35< boucman> Necrosporus: and that's not a simple thing to do, it breaks some basic assumptions about the engine, and i'm not even convinced it will look good for the player 20120904 21:53:26< boucman> and it will probably be confusing ui-wise, you should really implement it in the same way invisible works and not bother with long anims that will be confusing 20120904 21:53:47< Necrosporus> boucman, you didn't event take a look at the code 20120904 21:54:03< Necrosporus> http://pastebin.com/HjuHQcVf 20120904 21:54:46< Necrosporus> It's already implemented this way 20120904 21:55:53< boucman> i don't care how it's implemented on your side, you are trying to make the engine do things that is not supposed to work, it's a feature request at best, and i'm not even convinced it's a good one in the long turn... 20120904 21:56:57< Necrosporus> boucman, I think idle animation being triggered where there are no idle animations defined is a bug 20120904 21:57:02< boucman> so either you provide c++ patch to fix it and it might be included or you change stuff on your side, but i'm not going to change that right away, it's complicated to do cleanly, it's not a simple matter of adding one line of code somewere, and i won't butcher my design for a use case I have doubts about... 20120904 21:57:48< boucman> Necrosporus: standing animations are meant to be interuptible at any point, so not really a bug (though it could be done in a cleaner way) 20120904 21:58:01< boucman> it simplifies code tremendously 20120904 21:58:54< Necrosporus> Can I have several standing animations? 20120904 21:59:12< Necrosporus> one is for after movement and others are for triggering after idle anim 20120904 21:59:17-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20120904 22:00:01< boucman> you can have multiple standing anims, but you can't choose depending on the previous animation... 20120904 22:01:46< boucman> Necrosporus: it seems to be possible to be a bit smarter on the "not playing idle" side 20120904 22:02:10< boucman> could you open a bug for that, i'll do it at some point (tell me when you're done and i'll assign to myself) 20120904 22:02:32< Necrosporus> boucman, but I'm not sure it's the problem 20120904 22:03:13< boucman> according to the code, we do reset standing anims if there is no idle anims, and that could be considered a bug 20120904 22:03:46< boucman> Necrosporus: can you compile yourself ? 20120904 22:04:11< Necrosporus> I can 20120904 22:04:19< Necrosporus> I'm using Slackware 20120904 22:04:33< boucman> ok, gimme a sec 20120904 22:05:01< boucman> open unit.cpp and go to line 1869 20120904 22:06:34< Necrosporus> unpacking source takes some time 20120904 22:06:47< boucman> ok, tell me when you're done 20120904 22:07:59< Necrosporus> params.halo_y -= height_adjust; empty line... 20120904 22:08:31< boucman> Necrosporus: what version do you use ? 20120904 22:08:41< Necrosporus> 1.10.4 20120904 22:08:46< boucman> ok 20120904 22:09:26< boucman> gimme a sec to find it 20120904 22:12:37< boucman> ok, go line 1795, what do you havz ? 20120904 22:13:14< Necrosporus> anim = new unit animation 20120904 22:13:42< Necrosporus> anim = new_unit_animation(*animation) 20120904 22:13:59< boucman> ok, so we have a slight offset, but I probably can work around that 20120904 22:14:20< boucman> you should have a line "state_ = state;" a couple of line above 20120904 22:14:28< Necrosporus> yeah 20120904 22:14:34< boucman> move that line below the "if" block 20120904 22:14:48< boucman> ok ? 20120904 22:15:05< Necrosporus> yeah 20120904 22:15:27< boucman> ok, now in that same "if" block you have another "if" block 20120904 22:16:14< boucman> change it so that its "state_ != STATE_STANDING" instead of "sate != STATE_STANDING" (note the underscore, it's the only difference) 20120904 22:16:40< Necrosporus> yeah 20120904 22:16:52< boucman> ok, now recompile and tell me if it changes anything 20120904 22:17:13< boucman> it should keep the old anim when there is no new anim to replace 20120904 22:18:13-!- Samual [diotecktec@xonotic/core-team/Samual] has quit [Ping timeout: 244 seconds] 20120904 22:18:30-!- Samual [diotecktec@c-71-195-88-69.hsd1.pa.comcast.net] has joined #wesnoth-dev 20120904 22:18:30-!- Samual [diotecktec@c-71-195-88-69.hsd1.pa.comcast.net] has quit [Changing host] 20120904 22:18:30-!- Samual [diotecktec@xonotic/core-team/Samual] has joined #wesnoth-dev 20120904 22:25:19< Necrosporus> http://pastebin.com/WpZuj7gV 20120904 22:25:29< Necrosporus> So I should patch with this patch 20120904 22:25:46< boucman> Necrosporus: looks good 20120904 22:26:15< boucman> did you compile and test ? it should prevent the idle anim problem you have, but I want you to make sure... 20120904 22:26:54< Necrosporus> compiling will surely take at least a half of hour 20120904 22:27:13< boucman> ok, i'll be around for at least an hour, go for it :) 20120904 22:29:12< Soliton> looks like savegame compatibility was broken with the last commit, at least for add-on savegames. 20120904 22:32:09< Soliton> might also be because i had the difficulty level breaking revision reverted before though. 20120904 22:34:10-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Read error: No route to host] 20120904 22:36:32-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Disconnected by services] 20120904 22:36:36-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20120904 22:36:51< Necrosporus> Something happened so my computer switched off by itself 20120904 22:36:55< Necrosporus> maybe overheat 20120904 22:39:48< Necrosporus> I hope it won't do it again 20120904 23:07:13< Necrosporus> Espreon, how do I know my addon already wescamped? 20120904 23:07:59-!- PolarPanda [~quassel@unaffiliated/peterporty] has joined #wesnoth-dev 20120904 23:11:28-!- AlexVSharp [~alexvshar@cable-178-148-168-78.dynamic.sbb.rs] has joined #wesnoth-dev 20120904 23:11:31< Necrosporus> boucman, compiled, now installing. What do I need to test except if my bug still present? 20120904 23:12:37< boucman> that's basically it 20120904 23:12:56< Necrosporus> I guess I should check if it introduced other bugs, no? 20120904 23:13:28< boucman> yes, but that's a bit hard to test, so i'll test it before I commit 20120904 23:14:38< Espreon> Necrosporus: It will be uploaded when I run the magick script. 20120904 23:14:43< Espreon> ... so... sometime tonight. 20120904 23:15:01< Espreon> As for how you can check... 20120904 23:15:16< Espreon> http://www.wesnoth.org/gettext/ ... check this every so often 20120904 23:15:35< Espreon> If it's in, you should see your add-on's name in the list of add-ons there. 20120904 23:16:03< Espreon> Necrosporus: I hope you read this: http://wiki.wesnoth.org/WesCamp#Preparing_your_add-on_for_WesCamp 20120904 23:16:17 * Espreon knows he probably didn't, but meh 20120904 23:16:21< Necrosporus> Espreon, I have used mainline strings 20120904 23:16:42< Espreon> But did you do everything else right? 20120904 23:16:50< Espreon> That's what I'm wondering. 20120904 23:16:54< Necrosporus> I'm not sure 20120904 23:17:02< Necrosporus> But what I want is a pot file 20120904 23:17:08< Espreon> We'll find out soon enough... 20120904 23:17:15< Necrosporus> Everything else I can do myself 20120904 23:17:15< Espreon> ... you'll get one very soon. 20120904 23:17:17< Espreon> Be patient. 20120904 23:17:27< Necrosporus> I can maybe make one myself... 20120904 23:17:41< Necrosporus> boucman, seem to work so far 20120904 23:17:41< Espreon> You probably could. 20120904 23:18:58-!- AlexVSharp [~alexvshar@cable-178-148-168-78.dynamic.sbb.rs] has left #wesnoth-dev [] 20120904 23:18:59< boucman> Necrosporus: ok, i'll test and commit at some point 20120904 23:19:37-!- negusnyul [~negusnyul@dsl4E5CD2F5.pool.t-online.hu] has quit [Ping timeout: 268 seconds] 20120904 23:19:41< Necrosporus> http://storage3.static.itmages.ru/i/12/0905/h_1346793567_7285610_8241f73607.png 20120904 23:20:12< Necrosporus> boucman, though there are some artefacts with transparency 20120904 23:20:24< boucman> yes, but taht's another problem 20120904 23:20:35< Necrosporus> some parts of this unit are not transparent even within its own hex 20120904 23:21:39< Necrosporus> or that's stones 20120904 23:23:47-!- ancestral [~ancestral@75-168-42-97.mpls.qwest.net] has joined #wesnoth-dev 20120904 23:24:55< Necrosporus> Seems that's just stones 20120904 23:25:18< Necrosporus> boucman, do I still need to post a bug report? 20120904 23:25:36< boucman> no need, it's on my todo list, 20120904 23:25:38< boucman> but thx 20120904 23:27:05< Espreon> wesbot: log 55243 20120904 23:27:07< wesbot> espreon * r55243 : Made a bunch of strings in the test scenario untranslatable; moved 'sword', 'bow', and 'longbow' out of the wesnoth domain. 20120904 23:27:10< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=55243 20120904 23:27:26< Espreon> I wish I dealt with all that stuff the moment I saw it... 20120904 23:29:16< Necrosporus> boucman, do you know who to ask for terrain animations? I want to place an animated volcano on my map 20120904 23:29:44-!- noy_ [~Noy@host16-113.vpn.ubc.ca] has joined #wesnoth-dev 20120904 23:29:44< boucman> zookeeper might know who to ask... 20120904 23:29:44-!- noy_ [~Noy@host16-113.vpn.ubc.ca] has quit [Changing host] 20120904 23:29:44-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 23:29:55 * zookeeper doesn't 20120904 23:30:27< Necrosporus> I will try to do on my own, maybe I even go it right 20120904 23:30:57< Necrosporus> Though I want to make it shoot volcanic bombs at random points, is it quite possible? 20120904 23:31:29-!- noy_ [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20120904 23:31:42< shadowm> No. 20120904 23:31:48-!- noy_ [~Noy@S0106602ad0727b65.vw.shawcable.net] has joined #wesnoth-dev 20120904 23:31:52< shadowm> I mean, what's a volcanic bomb, anyway. 20120904 23:31:54-!- noy_ [~Noy@S0106602ad0727b65.vw.shawcable.net] has quit [Changing host] 20120904 23:31:54-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 23:32:14-!- noy__ [~Noy@host214-113.vpn.ubc.ca] has joined #wesnoth-dev 20120904 23:32:14-!- noy__ [~Noy@host214-113.vpn.ubc.ca] has quit [Changing host] 20120904 23:32:14-!- noy__ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 23:32:34< Necrosporus> shadowm, semi-molt stones shoot by volcanos 20120904 23:32:50< Necrosporus> Basically just stones 20120904 23:32:51-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 252 seconds] 20120904 23:32:51-!- noy__ is now known as noy 20120904 23:33:05< Necrosporus> though it can hurt someone 20120904 23:33:10< boucman> Necrosporus: that's one of the aim of the particle engine SoC you should ask bloodycoin when he's around... 20120904 23:33:22< Espreon> wesbot: log 55244 20120904 23:33:23< wesbot> espreon * r55244 : Made everything in scenario-movethrough.cfg untranslatable. 20120904 23:33:26< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=55244 20120904 23:33:33< Necrosporus> why? 20120904 23:34:08< Espreon> Because we don't like to have our test scenarios translatable. 20120904 23:34:09< shadowm> Yes, I'm pretty sure even small 1 cm^3 stones can kill people. 20120904 23:34:34< shadowm> Actually, I think the terrain graphics engine gained some degree of randomness last cycle, but I'm not sure. 20120904 23:35:19< shadowm> boucman: What's the state of that particle engine thing, by the way? I noticed it wasn't mentioned in the 1.11.0 announcement at all. 20120904 23:36:06< boucman> it hasn't be merged in trunk, but the basic infrastructure is in place, it needs to be polished and merged 20120904 23:36:41-!- ancestral [~ancestral@75-168-42-97.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20120904 23:37:03-!- noy_ [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 276 seconds] 20120904 23:37:10< Necrosporus> Can I do it in 1.10.4? I mean, some animations of moving stone and plus events to hurt units (I guess, on moveto event) 20120904 23:37:31< boucman> no, even when it's merged it won't be backported to stable 20120904 23:37:50< Necrosporus> What can I do with 1.10.4 than? 20120904 23:38:13< zookeeper> good luck, folks, and have fun. i'm off to bed. -.- 20120904 23:38:20< Espreon> (Absolutely nothing...™) 20120904 23:38:28< Necrosporus> that's not true 20120904 23:38:33< Necrosporus> At least mill works 20120904 23:38:37< boucman> well, stable is stable... you need to work around the limitations (though bug are fixed in the next release) 20120904 23:38:44< Necrosporus> So the volcano itself must be doable 20120904 23:38:46< shadowm> boucman: Oh, it's not in trunk. I see. 20120904 23:39:03< boucman> i'll fix the idle thing for 1.10.5, but I don't know if/when it will be releaseed 20120904 23:39:19< boucman> shadowm: nope we worked in a separate git repo 20120904 23:39:22< shadowm> boucman: Given enough important fixes ,it can be released any time. 20120904 23:39:50< shadowm> We can surely find more terribly broken code in 1.10 to fix if necessary. 20120904 23:39:51< boucman> true, but there are few important bug at this point... 20120904 23:42:24< Necrosporus> boucman, is there a way to get windows binary with this bug fixed? 20120904 23:42:38< Necrosporus> I don't know how to compile them (and don't have windows) 20120904 23:42:48-!- ancestral [~ancestral@75-168-42-97.mpls.qwest.net] has joined #wesnoth-dev 20120904 23:42:54-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20120904 23:42:56< Necrosporus> I mean with the patch you introduced 20120904 23:43:05< boucman> Necrosporus: not easily, compiling on windows is a daunting task... 20120904 23:43:08< Espreon> wesbot: log 55245 20120904 23:43:09< wesbot> espreon * r55245 : Replaced textdomain bindings with the proper wmllint directives in test scenarios; stripped trailing whitespace. 20120904 23:43:12< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=55245 20120904 23:43:31< Espreon> Oh wait.. 20120904 23:43:39< Necrosporus> boucman, maybe one who makes windows releases can give wesnoth.exe with this patch or something 20120904 23:44:22-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20120904 23:44:25< Necrosporus> My co-author is using windows and probably want to see this bug fixed 20120904 23:44:33-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20120904 23:44:59< boucman> Necrosporus: well, I can't help you with that, I don't have any windows pc, neither at home nor at work 20120904 23:45:03-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20120904 23:45:26< Necrosporus> boucman, what would you do if I said I don't know how to compile stuff? 20120904 23:45:50< Espreon> Meh. 20120904 23:46:17< loonycyborg> Necrosporus: Nobody knows how to compile on windows :P 20120904 23:46:41< boucman> why would you be asking the question in the first place, then ? 20120904 23:46:54< Necrosporus> I guess, I know... instally mingw, dependances and same way as on linux 20120904 23:47:25< Necrosporus> boucman, I wonder would you compile it for me test yourself with my code on your side 20120904 23:47:40< loonycyborg> I can cross-compile a trunk binary, but 1.10.xx will be harder. 20120904 23:48:02< loonycyborg> I'd prefer if another release was made. 20120904 23:48:07< Necrosporus> maybe I can crosscompile wesnoth.exe myself? 20120904 23:48:46< loonycyborg> I bet it'll be even harder for you than for me :P 20120904 23:49:34< Necrosporus> it would, but at least i can learn something if I will not be lazy 20120904 23:49:41< loonycyborg> Actually, it's only matter of rebooting and repeating the build I've done for latest 1.10 release with 1.10+svn 20120904 23:50:08< Necrosporus> how is it done? 20120904 23:50:21< Necrosporus> what stuff do one need to build it? 20120904 23:50:24< Necrosporus> wine? 20120904 23:50:46< loonycyborg> I do it from winxp partition, using mingw toolchain and scons. 20120904 23:51:09< loonycyborg> But setting up all the dependencies can be a pain. 20120904 23:51:45< Necrosporus> maybe it's easier with linux version of mingw? 20120904 23:52:00< loonycyborg> Once they've been set up, it's a single command from cmd.exe. 20120904 23:52:26< loonycyborg> Cross-compiling from linux will require setting up dependencies too. 20120904 23:52:41< Necrosporus> yeah, but if you figure it out how to compile from linux, you can stop rebutting every time you want to build something 20120904 23:52:56< Necrosporus> for windows 20120904 23:53:13< loonycyborg> I reboot to be sure that it works on native windows, since most people use it. 20120904 23:54:03< loonycyborg> (Because what's the point of using windows version on linux? :P) 20120904 23:54:19< Necrosporus> to test if it works in wine 20120904 23:55:45< Necrosporus> boucman, something is wrong with animation, though I don't know what exactly... I switched onto wesnoth windows and discovered units are not transparent... 20120904 23:55:54< Necrosporus> * window 20120904 23:56:41< loonycyborg> It does work in wine btw :P --- Log closed Wed Sep 05 00:00:23 2012