--- Log opened Fri Mar 15 00:00:00 2013 20130315 00:04:17-!- ancestral [~ancestral@75-168-48-55.mpls.qwest.net] has joined #wesnoth-dev 20130315 00:04:17-!- ancestral [~ancestral@75-168-48-55.mpls.qwest.net] has quit [Client Quit] 20130315 00:07:01-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Ping timeout: 258 seconds] 20130315 00:33:57-!- trewe [~trewe@87-196-222-246.net.novis.pt] has quit [Quit: Quit] 20130315 00:45:38-!- knotwork [~markm@142.68.81.168] has joined #wesnoth-dev 20130315 00:45:38-!- knotwork [~markm@142.68.81.168] has quit [Changing host] 20130315 00:45:38-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20130315 00:53:07-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20130315 00:56:37-!- _8680_ [~quassel@ip98-164-242-241.oc.oc.cox.net] has quit [] 20130315 01:01:41< shadowm> 20130314 21:00:50 error display: could not open image 'units/human-outlaws/rogue+female-attack' 20130315 01:01:45< shadowm> Hm. 20130315 01:11:29-!- _8680_ [~quassel@m962736d0.tmodns.net] has joined #wesnoth-dev 20130315 01:42:09-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20130315 02:19:57-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130315 02:19:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20130315 02:22:27-!- Octalot [~noct@host86-147-144-75.range86-147.btcentralplus.com] has quit [Remote host closed the connection] 20130315 02:23:20-!- mjs-de [~mjs-de@g224177141.adsl.alicedsl.de] has quit [Remote host closed the connection] 20130315 02:45:18-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130315 03:15:15-!- irker761 [~irker@ai0867.net] has joined #wesnoth-dev 20130315 03:15:15< irker761> wesnoth: shadowmaster * r56494 /trunk/data/core/units/humans/Outlaw_Rogue.cfg: 20130315 03:15:16< irker761> wesnoth: Fix broken image path 20130315 03:15:16< irker761> wesnoth: Someone typoed a line, resulting in the image path 20130315 03:15:17< irker761> wesnoth: "units/human-outlaws/rogue+female-attack:250.png" instead of 20130315 03:15:17< irker761> wesnoth: "units/human-outlaws/rogue+female-attack.png:250". 20130315 03:15:18< irker761> wesnoth: This fixes a warning and missing animation frame when female Rouges play 20130315 03:15:18< irker761> wesnoth: their ranged attack animation: 20130315 03:15:19< irker761> wesnoth: (Log message trimmed.) 20130315 03:16:19< shadowm> That was the only instance of such a mistake I could find with $ egrep -RI ':[0-9]+\.png' data/core 20130315 03:16:56< shadowm> Maybe someone should run wmlscope on trunk, although I would expect a flood of false positives since nobody has taken care of making sure wmllint and wmlscope can deal with the new animation syntac. 20130315 03:17:01< shadowm> syntax. 20130315 03:27:13-!- Soundlust [~quassel@24.246.80.197] has quit [Read error: Connection reset by peer] 20130315 03:28:08-!- Soundlust [~quassel@24.246.80.197] has joined #wesnoth-dev 20130315 04:12:11-!- Gambit [~gambit@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130315 04:29:30-!- Ivanovic_ [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has joined #wesnoth-dev 20130315 04:32:49-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 248 seconds] 20130315 04:33:53-!- Ivanovic_ [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has quit [Ping timeout: 248 seconds] 20130315 04:45:52-!- Ivanovic [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has joined #wesnoth-dev 20130315 05:21:18-!- soundlst [~quassel@24.246.80.197] has joined #wesnoth-dev 20130315 05:23:20-!- Soundlust [~quassel@24.246.80.197] has quit [Ping timeout: 245 seconds] 20130315 05:32:55-!- soundlst [~quassel@24.246.80.197] has quit [Ping timeout: 245 seconds] 20130315 05:34:23-!- Soundlust [~quassel@24.246.80.197] has joined #wesnoth-dev 20130315 05:34:29-!- mattsc [~mattsc@d154-20-34-165.bchsia.telus.net] has quit [Quit: bye] 20130315 05:49:18-!- Elvish_Pillager [~eli@dhip-029.rrw.residences.colby.edu] has quit [Ping timeout: 264 seconds] 20130315 06:45:47-!- _8680_ [~quassel@m962736d0.tmodns.net] has quit [] 20130315 06:59:24-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20130315 07:12:39< zookeeper> shadowm, well that's a pretty comprehensive commit message :> i'd probably have omitted all but the first line 20130315 07:16:49-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20130315 07:40:39-!- Ivanovic [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has quit [Quit: Caught sigterm, terminating...] 20130315 07:41:02-!- Ivanovic [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has joined #wesnoth-dev 20130315 07:44:57-!- Ivanovic_ [~nils@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20130315 08:08:10-!- fierte [~fierte@mail.tridgell.net] has joined #wesnoth-dev 20130315 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#wesnoth-dev 20130315 14:07:57-!- trewe [~trewe@87-196-197-35.net.novis.pt] has joined #wesnoth-dev 20130315 14:18:36-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20130315 15:03:42-!- molgrum [~molgrum@h-234-238.a189.priv.bahnhof.se] has quit [Read error: Connection reset by peer] 20130315 15:04:05-!- molgrum [~molgrum@h-234-238.a189.priv.bahnhof.se] has joined #wesnoth-dev 20130315 15:06:48-!- trewe [~trewe@87-196-197-35.net.novis.pt] has quit [Quit: Quit] 20130315 15:35:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20130315 16:05:36-!- wesbot changed the topic of #wesnoth-dev to: 1.10.6 and 1.11.2 planned for March 16 | 170 bugs, 334 feature requests, 19 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20130315 16:31:16-!- irker761 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130315 16:34:44-!- mattsc [~mattsc@d154-20-34-165.bchsia.telus.net] has joined #wesnoth-dev 20130315 16:39:32-!- skyfaller [~skyfaller@c-75-67-154-18.hsd1.ma.comcast.net] has joined #wesnoth-dev 20130315 16:39:32-!- skyfaller [~skyfaller@c-75-67-154-18.hsd1.ma.comcast.net] has quit [Changing host] 20130315 16:39:32-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20130315 16:40:35-!- sdfjkhsd [~jdksfh@173.218.101.46] has joined #wesnoth-dev 20130315 16:49:50-!- LordNasty [~NaSTy@93-43-168-243.ip92.fastwebnet.it] has quit [Ping timeout: 255 seconds] 20130315 16:50:29-!- LordNasty [~NaSTy@93-43-168-243.ip92.fastwebnet.it] has joined #wesnoth-dev 20130315 16:54:33-!- molgrum [~molgrum@h-234-238.a189.priv.bahnhof.se] has quit [Read error: Connection reset by peer] 20130315 16:54:59-!- molgrum [~molgrum@h-234-238.a189.priv.bahnhof.se] has joined #wesnoth-dev 20130315 17:01:39-!- irker195 [~irker@ai0867.net] has joined #wesnoth-dev 20130315 17:01:39< irker195> wesnoth: espreon * r56495 /trunk/po/wesnoth-lib/pt_BR.po: 20130315 17:01:39< irker195> wesnoth: Also use European Portuguese images in the Brazilian Portuguese translation. 20130315 17:02:13< Espreon> In case anyone's wondering, both the pt and the pt_BR people agreed to share resources. 20130315 17:03:57< irker195> wesnoth: espreon * r56496 /branches/1.10/po/wesnoth-lib/pt_BR.po: 20130315 17:03:57< irker195> wesnoth: Also use European Portuguese images in the Brazilian Portuguese translation. 20130315 17:16:49-!- horon [~horon@nttkyo320074.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20130315 17:55:48-!- malifer [~Acorn_68@unaffiliated/acorn-68/x-7210036] has joined #wesnoth-dev 20130315 18:34:23-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20130315 18:37:44-!- trewe [~trewe@87.196.171.196] has joined #wesnoth-dev 20130315 18:39:57-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 240 seconds] 20130315 19:01:17-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20130315 19:10:18-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20130315 19:14:13-!- Ivanovic [~ivanovic@dtmd-4db2764d.pool.mediaWays.net] has quit [Changing host] 20130315 19:14:13-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20130315 19:25:34-!- Octalot [~noct@host86-147-144-75.range86-147.btcentralplus.com] has joined #wesnoth-dev 20130315 19:28:57-!- _8680_ [~quassel@ip68-225-249-82.oc.oc.cox.net] has joined #wesnoth-dev 20130315 19:31:30-!- Khaoschemer [~moon1ight@p5B01F069.dip.t-dialin.net] has joined #wesnoth-dev 20130315 19:33:12< Khaoschemer> Hello. I have a question: If I wanted to have a changed AI play in multiplayer (appear in the list which currently shows only RCA AI in the multiplayer lobby), is there a way to do it? 20130315 19:34:33< Khaoschemer> I tried to find a file named RCA AI in some way on my PC (Ubuntu Linux) to make a copy of it with a changed n ame and see whether a second AI shows up on the list afterwards, but failed as of now. 20130315 19:34:50< Khaoschemer> *n ame = name 20130315 19:35:55< Khaoschemer> This interests me, as if this was possible, one cold do things like AI tornaments, where different AI configs play against each other, or we could try to make AI configs to beat players and so on 20130315 19:36:07< Khaoschemer> *tournaments 20130315 19:37:01-!- sdfjkhsd [~jdksfh@173.218.101.46] has quit [Quit: Leaving] 20130315 19:37:14< Khaoschemer> (I tried the search function on the forums with "create AI for multiplayer" and "artificial intelligence multiplayer" with no relevant results) 20130315 19:39:56< mattsc> Khaoschemer: relevant threads on the forums: 20130315 19:40:31< mattsc> http://forums.wesnoth.org/viewtopic.php?f=10&t=38344&sid=c7e75b49f424b3cba40d0dd2d6e71f9a 20130315 19:40:39< mattsc> http://forums.wesnoth.org/viewtopic.php?f=10&t=36642&sid=c7e75b49f424b3cba40d0dd2d6e71f9a 20130315 19:40:47< mattsc> http://forums.wesnoth.org/viewtopic.php?f=10&t=34976&sid=c7e75b49f424b3cba40d0dd2d6e71f9a 20130315 19:41:05< Khaoschemer> Thanks a lot, checking now 20130315 19:41:09< mattsc> There might be others, depending on exactly what you want to do. Most of them are in the Coder's Corner sub-forum 20130315 19:43:14< mattsc> Khaoschemer: and to see examples of how to set up new MP AIs, have a look at the MP AIs in the AI-demos addon (in Wesnoth 1.11) 20130315 19:46:55-!- trewe_ [~trewe@87.196.171.196] has joined #wesnoth-dev 20130315 19:46:59< Khaoschemer> Would they work with 1.10, if i just downloaded them from the server and copied to the right spot? 20130315 19:48:06< mattsc> No. They use some functionality that is new in 1.11. If you just want examples though, there is an old version on the 1.10 server. 20130315 19:48:25< mattsc> It just doesn't play as well as the 1.11 AIs. 20130315 19:48:39< mattsc> (not that the 1.11 version are all that great ...) 20130315 19:49:57-!- trewe [~trewe@87.196.171.196] has quit [Ping timeout: 240 seconds] 20130315 19:50:34-!- Khaoschemer [~moon1ight@p5B01F069.dip.t-dialin.net] has quit [Quit: Lost terminal] 20130315 19:51:38-!- Khaoschemer [~moon1ight@p5B01F069.dip.t-dialin.net] has joined #wesnoth-dev 20130315 19:55:59< Khaoschemer> Ah, it worked (at least for local games) by copying the testing_ai_default.cfg file. So this is probably where i would have to apply changes to have a new AI. 20130315 19:58:35< mattsc> Khaoschemer: you can do that, if you want, but it means changing the mainline folders, which is not the recommended way. 20130315 19:58:42< Khaoschemer> can I do something to make 1.10 find changed ai's in my add-ons file or somewhere? 20130315 19:58:55< Khaoschemer> Yeah, exactly that's the problem. How to avoid it? 20130315 19:59:05< mattsc> yes, check out how it is done in AI-demos. 20130315 20:00:07< Khaoschemer> Is it this line {core/macros/ai_candidate_actions.cfg} ? 20130315 20:00:25< mattsc> the relevant file is mulitplayer/era.cfg, plus the files it includes. 20130315 20:00:40< mattsc> And the respective lines in _main.cfg 20130315 20:10:50< Khaoschemer> complex stuff to a newb like me :) But thanks for the quick and comprehensive answers. I'll try to look into that. Seems like I'll have to get the 1.11 version. 20130315 20:11:39< mattsc> Khaoschemer: well, there's a lot in those files that you won't need. Just ask if you have questions about anything specific. 20130315 20:12:04< mattsc> And if you just need a template of how to do it, the 1.10 version should be just fine. 20130315 20:14:26< Khaoschemer> But the 1.10 versions do not appear in the multiplayer AI selection. Can I use the code of the 1.11 version AI mod... to make them appear there? 20130315 20:15:43< mattsc> Khaoschemer: umm, it should. Have you selected the "Default+ExpAI" era? 20130315 20:18:18< Khaoschemer> oh! Thank you :D 20130315 20:19:30< Khaoschemer> Yes, this way it works! Awesome, that's jst what I needed :) Now I can start tinkering. Thanks a lot! 20130315 20:20:14< mattsc> Great. 20130315 20:20:46< Khaoschemer> last question: does this work online, and if yes, does the other person need to have 1. the era itself 2. a copy of the AI-file.cfg I made changes in ? 20130315 20:22:34< mattsc> Khaoschemer: yes it works online and we've always had all people have the same version of the add-on, but I am not sure whether the latter is strictly necessary. 20130315 20:23:53< Khaoschemer> where do AI moves get computed on a multiplayer game? E.g. if you and me play an FFA game with 1 AI added, on which PC does the AI compute its moves? On the ones who created the game? 20130315 20:25:03< mattsc> I believe so, yes, but I'm not sure. Somebody else here will know, but I (also) don't know if the right people are around. 20130315 20:25:05< Khaoschemer> *the one 20130315 20:25:31< Khaoschemer> I'll just try it out with a friend, when he comes back :) 20130315 20:25:55-!- mordante [~mordante@roadie.xs4all.nl] has joined #wesnoth-dev 20130315 20:25:55-!- mordante [~mordante@roadie.xs4all.nl] has quit [Changing host] 20130315 20:25:55-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20130315 20:26:10< mordante> servus 20130315 20:26:12< mattsc> Sounds good. 20130315 20:26:18< mattsc> Let me know what you find out. 20130315 20:26:56< Khaoschemer> I will, probably tomorrow afternoon. Thanks again for all the help. I'll now go off tinkering 20130315 20:29:00-!- EdB [~edb@89-93-184-215.hfc.dyn.abo.bbox.fr] has quit [Quit: Konversation terminated!] 20130315 20:30:16< bumbadadabum> non modo servus, sed etiam Batavus est. 20130315 20:30:42< bumbadadabum> mordante: I dunno, are you a southener? 20130315 20:32:38< mordante> nope 20130315 20:33:06< Espreon> (Maybe he's really Flemish) 20130315 20:33:34< bumbadadabum> mordante: Where then? 20130315 20:33:39< bumbadadabum> inb4 Drenthe 20130315 20:34:10< mordante> Espreon, Flemish is in the south :-P 20130315 20:34:21< mordante> Holland 20130315 20:34:33< bumbadadabum> Holland's actually pretty big 20130315 20:34:57< bumbadadabum> AI Holland, my Holland or Beemsterkaas Holland? 20130315 20:34:58< mordante> actually not that big ;-) 20130315 20:34:59< Espreon> mordante: I know, but I was thinking the south parts of the Netherlands. 20130315 20:35:09< Espreon> ... when you said no. 20130315 20:35:10-!- Blueblaze [~Blueblaze@adsl-99-158-47-208.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20130315 20:35:29< Espreon> ... I need sleep... 20130315 20:37:16< mordante> AI lives in the south of Holland :-P 20130315 20:37:23< bumbadadabum> Yes. 20130315 20:37:50< mordante> I'm not from the south 20130315 20:38:10< bumbadadabum> ok 20130315 20:38:23< bumbadadabum> so Beemsterkaas or Amsterdam region? 20130315 20:38:41< bumbadadabum> (there's no alternative) 20130315 20:38:50-!- lipkab [~lipk@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130315 20:39:18< boucman> hey all 20130315 20:39:26< Espreon> Hello, boucman 20130315 20:39:32< _Coffee> hi boucman 20130315 20:39:50< lipkab> hi boucman 20130315 20:40:05< _Coffee> you're a popular man boucman 20130315 20:40:24< Espreon> No, we just like to greet people. 20130315 20:40:29< Espreon> ... sometimes. 20130315 20:40:30< bumbadadabum> Can I get an autograph boucman? 20130315 20:40:42< boucman> hehe 20130315 20:41:04< _Coffee> boucman: have you got a sec to help me on the path to solving a bug with animationWML? 20130315 20:42:59< _Coffee> this is to do with additional frames and the "choose_aniamtion" function of unit.cpp 20130315 20:45:43< mordante> bumbadadabum, I would say the cheese area... 20130315 20:46:03< mordante> bumbadadabum, I hope for you nobody from Texel is around :-P 20130315 20:49:58< bumbadadabum> mordante: Ok, Alkmaar? 20130315 20:50:06< bumbadadabum> or a shack in the middle of a field? 20130315 20:50:45< mordante> no you offered Amsterdam and the Beemsterkaas 20130315 20:51:10< mordante> in the Beemster it is quite possible to have a shack in the middle of a field ;-) 20130315 20:52:24< bumbadadabum> Yes. 20130315 20:52:35< bumbadadabum> And as all human life is in a city 20130315 20:52:55< bumbadadabum> and there aren't any notable cities in north-north-holland 20130315 20:53:05< bumbadadabum> it's either Alkmaar or Den Helder 20130315 20:54:28< boucman> _Coffee: post your questions 20130315 20:55:54< _Coffee> boucman: the problem I have is to do with the sound (again) 20130315 20:55:59< _Coffee> but this time a little different 20130315 20:56:00< boucman> :) 20130315 20:56:26-!- lipkab [~lipk@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 240 seconds] 20130315 20:56:33< _Coffee> in unit.cpp in the function unit::choose_animation 20130315 20:56:43< _Coffee> there is at the bottom a return for a random option 20130315 20:56:52< _Coffee> which is fine for units with multiple frame definitions 20130315 20:57:19< _Coffee> but with additional frames that are not missile frames, if the 'if' branch is set in the WML 20130315 20:57:35< _Coffee> there is a bogus option made 20130315 20:57:50< boucman> I am not sure I understand... 20130315 20:57:55< _Coffee> so the sounds only work %50 of the time if specified in additional frames 20130315 20:57:57< boucman> we are choosing animations here, not frames 20130315 20:58:05< _Coffee> yes 20130315 20:58:25< _Coffee> but if I set this return at the bottom to options[options.size()-1] I get the right result 20130315 20:58:31< _Coffee> for sound in additional frames 20130315 20:58:45< _Coffee> if I set return optinos[0] I get no sound 20130315 20:58:58< _Coffee> and by defult it is randomly returned 20130315 20:59:21-!- irker195 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130315 20:59:45< boucman> need to go afk 5' will be right back 20130315 21:00:05< _Coffee> np 20130315 21:10:18< boucman> ok, back 20130315 21:11:25< _Coffee> I have put a cout in there 20130315 21:11:27< boucman> _Coffee: could you give me an example of problematic unit, I thing it's a misunderstanding on how [if] is supposed to work 20130315 21:11:36< _Coffee> maybe 20130315 21:12:29< _Coffee> I put a minor patch in recently to simplify the DEFENSE_ANIM macro in animation-utils.cfg 20130315 21:12:52< _Coffee> so it uses an additional frame for sound 20130315 21:13:21< _Coffee> like the SOUND:POISON macro SOUND:HIT_AND_MISS, etc. 20130315 21:14:10-!- malifer [~Acorn_68@unaffiliated/acorn-68/x-7210036] has quit [Remote host closed the connection] 20130315 21:14:16< _Coffee> shadowm then noticed that the defense sounds didn't work all the time 20130315 21:14:37< _Coffee> say, for 2 footpads 20130315 21:14:38< boucman> do you have multiple [if] block on the same condition ? 20130315 21:14:44< _Coffee> no 20130315 21:14:49< boucman> you sure 20130315 21:15:04< boucman> not hit= in the macro and another hit= in the calling site ? 20130315 21:15:17< _Coffee> ? 20130315 21:15:57< _Coffee> the footpad only has the defense macro 20130315 21:16:47< _Coffee> which reads http://pastebin.com/W7Cd1zsG 20130315 21:16:49< boucman> k 20130315 21:17:22< _Coffee> which I thought would be a good simplification 20130315 21:17:29< boucman> well, this macro should only play a sound on hit, and always play a sound on hit 20130315 21:17:36< _Coffee> yes 20130315 21:17:43< _Coffee> but on hit it only plays 50% of the time 20130315 21:17:44< boucman> and it doesn't ? 20130315 21:17:52< boucman> 50% on hit ? 20130315 21:17:57< _Coffee> because another dubious option is found 20130315 21:18:02< _Coffee> with no sound 20130315 21:18:05< boucman> hmm 20130315 21:18:13< _Coffee> and it is always the first option 20130315 21:18:17< _Coffee> the bad one 20130315 21:18:31< boucman> ok, multiple weird stuff here... 20130315 21:18:44< _Coffee> yes, but only with defense animations it seems to me 20130315 21:18:52< _Coffee> the rest works fine 20130315 21:19:27< boucman> before returning the random, we build the options vector 20130315 21:19:30< _Coffee> which is why I also looked at around line 612 of unit_animation.cpp 20130315 21:19:31-!- zookeeper2 [~lmsnie@87-100-211-108.bb.dnainternet.fi] has joined #wesnoth-dev 20130315 21:19:39< boucman> in case of miss, we only have one remaining animation, which is good 20130315 21:19:41< _Coffee> but I don't quite follow 20130315 21:20:10< boucman> do you understand the idea behind choose_animation or do you want me to explain ? 20130315 21:20:17-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20130315 21:21:12< _Coffee> do I get it right that the condition to test matches the most matches and only those frames are chosen from? 20130315 21:21:39< boucman> no 20130315 21:21:43< _Coffee> ok 20130315 21:21:49< _Coffee> you'd better explain it then :P 20130315 21:21:50< boucman> gimme a sec to pastebin somethin 20130315 21:22:58< boucman> http://pastebin.com/3pMGG3Qb 20130315 21:23:11< boucman> in theory this is strictly equivalent to what you pasted 20130315 21:23:37< boucman> that is: [if] blocks are expanded in that way at unit type creation type 20130315 21:23:55< boucman> so when we choose we don't have animations with [if] blocks anymore, we have multiple animations 20130315 21:24:01< _Coffee> oh, ok 20130315 21:24:16< boucman> so that weird second animation you see is due to that 20130315 21:24:35< boucman> however there is still something weird 20130315 21:24:40< _Coffee> but here it should still work, shouldn't it? 20130315 21:24:42< boucman> because what you wrote should work 20130315 21:24:47< boucman> yes 20130315 21:25:05< _Coffee> so it is creating a bogus condition 20130315 21:25:06< boucman> so when we enter choose_animation, all [if] are expanded 20130315 21:25:19< boucman> gimme a sec to explain some more 20130315 21:25:35< boucman> so we take all animations for the unit, and we start to grade them. 20130315 21:25:45< boucman> all animations start with a default value 20130315 21:25:51< _Coffee> yes, -10 20130315 21:25:58< boucman> each matching criteria gives animations +1 20130315 21:26:24< boucman> isn't it 0 ? I think it was... 20130315 21:26:49< _Coffee> I did a bit of printing of values 20130315 21:26:57< boucman> when an animation fails a criteria, it gets a score of -10 (iirc) and is droped entirely 20130315 21:26:59< _Coffee> and -10 seems to be for a MACH_FAIL 20130315 21:27:11< boucman> so : to sum it up 20130315 21:27:11< _Coffee> but I got a few -7s and some positive scores 20130315 21:27:27-!- irker340 [~irker@ai0867.net] has joined #wesnoth-dev 20130315 21:27:27< irker340> wesnoth: mordante * r56497 /trunk/utils/autorevision: 20130315 21:27:27< irker340> wesnoth: Add the autorevision tool to Wesnoth. 20130315 21:27:27< irker340> wesnoth: This version used is 1.4 and is copied from [1]. 20130315 21:27:27< irker340> wesnoth: [1] http://www.catb.org/esr/autorevision/ 20130315 21:27:48< boucman> if an animation fails a criteria it's droped 20130315 21:27:55< esr> mordante: Cool! 20130315 21:28:04< boucman> (the most common criteria is the action= which filters out the animation type) 20130315 21:28:22< boucman> from the remaining animations we take the one with the best score 20130315 21:28:33< boucman> in case of multiple anims with the best score, we choose randomly 20130315 21:28:36< boucman> that's the idea 20130315 21:28:38< boucman> 20130315 21:28:44< boucman> now, let's see what you've gor 20130315 21:28:46< boucman> got 20130315 21:29:05< irker340> wesnoth: mordante * r56498 /trunk/ (4 files in 2 dirs): 20130315 21:29:06< irker340> wesnoth: Adds autorevision based revision numbers. 20130315 21:29:06< irker340> wesnoth: This commit adds the support for CMake. 20130315 21:29:17< _Coffee> boucman: ok, give me a sec to do that 20130315 21:29:24< boucman> in case of miss, the first animation passes, the second is rejected because of hits=hit (i'm looking at my pastebin) 20130315 21:29:26< mordante> esr, ^ and now it works with CMake 20130315 21:29:32< boucman> which is what we want 20130315 21:29:59-!- exciton_ [chuck-the-@89.208.169.104] has quit [Read error: Connection reset by peer] 20130315 21:29:59< _Coffee> yes, this works 20130315 21:30:09< boucman> however in case of hit, both animations should not fail (which, again, is what we want) but the second one should have a better score, and apparently they have the same 20130315 21:30:13< boucman> could you 20130315 21:30:16-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20130315 21:30:25< boucman> 1) check that this is indeed the case (they have the same score) 20130315 21:30:51< boucman> 2) if it is the case, trace your way into the scoring mechanism to figure out what's wrong in there 20130315 21:32:47< _Coffee> thanks boucman 20130315 21:32:55< boucman> np 20130315 21:32:58< _Coffee> I think I can do that 20130315 21:38:07-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130315 21:39:22< _Coffee> boucman: got it 20130315 21:39:29< boucman> cool 20130315 21:39:33< boucman> so, what was it ? 20130315 21:40:36< _Coffee> http://pastebin.com/twWZKQms fixes it 20130315 21:41:05< boucman> mkay... 20130315 21:41:05< _Coffee> so the expansion where an 'if' block is present needs to be capped for else 20130315 21:41:14< boucman> it shouldn't 20130315 21:41:49< boucman> I understand why it works, you force-drop in the [else] case, but I don't understand why it didn't drop in the first case, I don't really like that 20130315 21:42:05< _Coffee> well, it is not a final solution :P 20130315 21:42:09< boucman> :) 20130315 21:42:16< _Coffee> I figure it was supposed to be a simplification 20130315 21:42:33-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20130315 21:42:54< mordante> I'm off, bye 20130315 21:42:59< boucman> night 20130315 21:43:02< _Coffee> see you 20130315 21:43:20-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20130315 21:43:21< boucman> _Coffee: so i'm still interested in understanding what's going on with the scoring 20130315 21:43:42< _Coffee> the '2 frames' get the same score of 2 20130315 21:43:51< _Coffee> the scoring part seems to work fine 20130315 21:44:14< _Coffee> trying with an 'else' block does not work by itself 20130315 21:44:23< boucman> makes sense too 20130315 21:44:25< _Coffee> it needs the extra hits=miss,kill condition 20130315 21:44:35< boucman> but why do they both have a score of 2 that's weird 20130315 21:45:07< _Coffee> from what you were explaining earlier I think it is because it expands like so: 20130315 21:45:49< _Coffee> well, actually excactly as you pasted earlier 20130315 21:46:15< boucman> yeah, but what I posted earlier should have different scores 20130315 21:46:19< _Coffee> and so the no filter for hits expresiion without the sound matches too 20130315 21:46:31< boucman> since the hit= should give point to only one of them 20130315 21:46:34< _Coffee> oh, yes 20130315 21:46:36< _Coffee> it should 20130315 21:46:42< _Coffee> but they both get a score of 2 20130315 21:46:47< _Coffee> and the last image is the same 20130315 21:46:54< boucman> indeed, and that's the bug :P 20130315 21:46:57< _Coffee> I did a filename check 20130315 21:47:50< _Coffee> I suppose I should commit the workaround, considering that wesnooth 1.11.2 is about ready for release? 20130315 21:48:01< boucman> hmm 20130315 21:48:23< boucman> that's not a showstopper but it would be nice to fix... 20130315 21:48:42< boucman> but i'd really like to know what's going on 20130315 21:48:49< _Coffee> me too :P 20130315 21:53:40< _Coffee> ah 20130315 21:53:52< _Coffee> could it be that the frame is called hits_sound_frame? 20130315 21:54:14< irker340> wesnoth: espreon * r56499 /trunk/po/ (3 files in 3 dirs): 20130315 21:54:14< irker340> wesnoth: Updated the British English translation. 20130315 21:54:25< boucman> try renaming and see what it does 20130315 21:54:35< boucman> but I don't see why 20130315 21:55:16< _Coffee> nope :P 20130315 21:55:18< _Coffee> nothing 20130315 21:55:26< _Coffee> doesn't change anything 20130315 21:55:50< boucman> try moving hit_sound_start_time inside ? 20130315 21:56:01< boucman> inside the [if] 20130315 21:57:00< _Coffee> same deal 20130315 21:57:18< boucman> ok good 20130315 21:57:26< boucman> I would have been really worried if it had worked :P 20130315 21:58:58< _Coffee> perhaps something to do with from line: 390 for unit_animation.cpp 20130315 21:59:04< _Coffee> the animation_branch 20130315 21:59:10< _Coffee> for defends 20130315 22:00:01< boucman> huh ? 20130315 22:00:09< boucman> you sure of your line number ? 20130315 22:00:09< _Coffee> this are is all gobblydegook for me I have to say 20130315 22:00:33< _Coffee> sorry, 590 20130315 22:00:51< _Coffee> to 624 20130315 22:01:01< boucman> k, let me reread that 20130315 22:01:31< boucman> ah ha 20130315 22:01:38< boucman> yes that could be related 20130315 22:02:20< boucman> ok, that's it 20130315 22:02:33< _Coffee> well ok :) 20130315 22:02:36< _Coffee> what is again? :P 20130315 22:03:13< boucman> ok... 20130315 22:03:21< boucman> this part is a bit hard to explain 20130315 22:03:52< _Coffee> are we in the if empty section or else section? 20130315 22:04:07< boucman> both :P 20130315 22:04:32< boucman> let me give you a bit of background, then you'll see what's happening 20130315 22:04:53< boucman> basically there is one WML block that contains animation it's the [animation] block 20130315 22:05:41< boucman> all other blocks ([defend] [attack_anim]) are just [animation] blocks with a little bit of smartness to handle default values 20130315 22:06:00< boucman> so the code code you have here is that smartness 20130315 22:06:43< boucman> line 590 we take the [defend] block and use prepare_animation to transform it into a vector of [config] each of which is a branch of the [if] block 20130315 22:07:10< boucman> then we fill up with all the default values 20130315 22:07:27< boucman> line 598 is the interesting part 20130315 22:07:58< boucman> basically if our defense anim doesn't provide a hit= we want to make 2 animations out of it, one for the miss case and one for the hit case 20130315 22:08:09< boucman> and in the hit case, we want to add a "blink" effect 20130315 22:08:31< boucman> you follow ? 20130315 22:08:39< _Coffee> yes 20130315 22:09:24< boucman> ok, so what happens is that our [else] animation is duplicated and each half gets a hit= field added 20130315 22:09:32< boucman> which explains what you observe earlier 20130315 22:09:40< Soliton> Khaoschemer, mattsc: indeed AI sides are controlled by the host. 20130315 22:10:07< boucman> what I didn't think of, is that by forcing this field we actually increase the score as a side effect, which we don't want 20130315 22:10:25< _Coffee> ah, I get it 20130315 22:10:28< mattsc> Soliton: thanks - so that means that only the host needs to have the code running the AI then, right? 20130315 22:10:38< boucman> so we need to lower the animation's score by 1 when we are in the if block of line 598 20130315 22:10:44 * Soliton nods. 20130315 22:11:10< boucman> _Coffee: there is a field for that in the animation WML, we could tweak it in here... 20130315 22:12:05< boucman> using the base_score_ field 20130315 22:12:05-!- lipkab [~lipk@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130315 22:12:11< irker340> wesnoth: espreon * r56500 /trunk/po/ (6 files in 6 dirs): 20130315 22:12:11< irker340> wesnoth: Updated the Latin translation. 20130315 22:13:09< boucman> could you do a base_score_ -- in there and check that this fixes it ? 20130315 22:13:46< _Coffee> animations.back().base_score--? 20130315 22:14:34< boucman> yes, once after line 601 and once after line 603 20130315 22:14:38< boucman> to affect both sides 20130315 22:15:13< _Coffee> beofer the push_back? 20130315 22:15:16< _Coffee> or after 20130315 22:15:37< boucman> just after each push back 20130315 22:16:16< _Coffee> success :) 20130315 22:16:28< _Coffee> they now have different scores 20130315 22:16:34< _Coffee> and the one without scound does not play 20130315 22:16:43< boucman> yay :) 20130315 22:16:52< boucman> test it some more and commit, I guess 20130315 22:17:01< _Coffee> probably should comment that section a bit 20130315 22:17:57< boucman> feel free 20130315 22:18:14< _Coffee> thanks boucman 20130315 22:18:28< _Coffee> I'll give it a test for a bit and then commit it 20130315 22:19:00< _Coffee> gotta go eat something 20130315 22:19:08< _Coffee> wesnoth makes you hungry ;) 20130315 22:19:15< boucman> hehe 20130315 22:56:10-!- Gambit [~gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20130315 22:59:49< irker340> wesnoth: zookeeper * r56501 /trunk/data/campaigns/ (3 files in 3 dirs): 20130315 22:59:50< irker340> wesnoth: Decreased the delay of the journey dots on the new maps. 20130315 23:04:29-!- exciton [chuck-the-@89.208.169.104] has quit [Ping timeout: 252 seconds] 20130315 23:05:18-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20130315 23:05:23-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130315 23:09:39-!- zookeeper2 [~lmsnie@87-100-211-108.bb.dnainternet.fi] has quit [Ping timeout: 276 seconds] 20130315 23:13:05< irker340> wesnoth: coffee * r56502 /trunk/src/ (unit_animation.cpp unit.cpp): 20130315 23:13:06< irker340> wesnoth: fix bug in defense frames where default frame iterfered with 'if' block for hits matching 20130315 23:15:06< _Coffee> sorry Ivanovic, but that seemed like a good bug to commit the fix to before a new dev point release 20130315 23:16:50< shadowm> Has fendrin reverted his stuff yet? 20130315 23:18:47< _Coffee> shadowm: you mean wrt the animation bug? 20130315 23:19:58< _Coffee> I'm probably referring to something else (https://gna.org/bugs/?20602) 20130315 23:20:05< _Coffee> Ignore that if that is not it 20130315 23:21:07< lipkab> That is jamit, not fendrin :P 20130315 23:21:15< _Coffee> yeah, sorry :P 20130315 23:21:22< lipkab> jamit's stuff is definitely not to be reverted. 20130315 23:29:56-!- trewe_ [~trewe@87.196.171.196] has quit [Remote host closed the connection] 20130315 23:34:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20130315 23:42:28-!- trewe [~trewe@87.196.171.196] has joined #wesnoth-dev 20130315 23:45:46-!- mjs-de [~mjs-de@g224181138.adsl.alicedsl.de] has quit [Remote host closed the connection] 20130315 23:50:03< shadowm> lipkab: It's also not cleanly revertable. 20130315 23:50:38< shadowm> As a rule of thumb, I do not apply or revert any conflicting patches, which is also why I didn't revert fendrin's myself. 20130315 23:59:49-!- _8680__ [~quassel@ip68-225-249-82.oc.oc.cox.net] has joined #wesnoth-dev --- Log closed Sat Mar 16 00:00:04 2013