--- Log opened Sun Jun 23 00:00:43 2013 20130623 00:01:13< LordBob_> Ah. Nah, let's stick with the hand-made sets. The skies are already very different, and if the color variations of the clouds don't match this the result won't look too good 20130623 00:01:23< LordBob_> Besides, it's a good exercise for me ;) 20130623 00:04:52< fabi_> Okay 20130623 00:05:01< fabi_> LordBob_: Any chance to see what you got so far? 20130623 00:05:24< LordBob_> Sure. Gimme a minute to wrap up a screenshot 20130623 00:05:38< fabi_> :-) 20130623 00:08:42< LordBob_> There you are: https://www.dropbox.com/s/dp82etj65a8cspg/tod-schedule-24hrs.jpg 20130623 00:09:27< LordBob_> I'm working directly on the 24hrs schedule, from which we can later pick a few images to create the shorter default schedule 20130623 00:09:49< LordBob_> Right now I'm blocking the shapes of the clouds 20130623 00:09:56< LordBob_> `Next will come their coloring 20130623 00:13:48< LordBob_> fabi_: all of these are "fine weather" clouds. I'll do a couple more for heavy rain, storm, and snow 20130623 00:15:07< fabi_> LordBob_: I have introduced special schedules for winter/summer. But I guess it is not worth to address them separately? 20130623 00:16:27< fabi_> LordBob_: They look quite nice. Do the celestial bodies fit into our round box? 20130623 00:16:59< LordBob_> Winter might benefit from its own set of sunless cloudy skies 20130623 00:17:37< LordBob_> Other than that, I guess the difference between winter & summer is too subtile to warrant a duplicate set 20130623 00:17:58< LordBob_> Except maybe a forest of trees that have lost their leaves 20130623 00:18:04< LordBob_> And yes, they do fit 20130623 00:19:19< LordBob_> The only problem I see is with the rectangular frame of the current ToD: if we want to keep compatibility, I'll have to make a separate set of pictures in which I move those moon and sun 20130623 00:20:27< LordBob_> On a side note, star constellations slowly move across the sky throughout the night 20130623 00:21:02< LordBob_> While I am about to slowly move towards my bed 20130623 00:21:16< LordBob_> See you later 20130623 00:21:27-!- LordBob_ [~LordBob_@2a01:e34:ee82:47e0:21e:c2ff:fe01:261f] has quit [Quit: LordBob_] 20130623 00:31:02-!- mjs-de [~mjs-de@p3EE22F50.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20130623 00:34:06-!- groggy [4c05b606@gateway/web/freenode/ip.76.5.182.6] has joined #wesnoth-dev 20130623 00:36:05-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130623 00:38:26< AI0867> fabi_: have you taken a look at Coffee's pull request yet? 20130623 00:39:26< fabi_> AI0867: No, he did not notice me that there is one. 20130623 00:39:40< _Coffee> hi 20130623 00:39:44< fabi_> hi _Coffee 20130623 00:39:52< AI0867> #29 20130623 00:40:08< _Coffee> jamit has responded to my earlier GNA patch http://gna.org/patch/?3943 20130623 00:40:28< _Coffee> although his maths model is overly simplistic, it gives me an idea on how to shorten the code 20130623 00:40:56< _Coffee> but the overall effect is in the pull request 20130623 00:41:19< fabi_> AI0867: Can we rename wesnoth-old into wesnoth? It seems the current situation will stay at least for some time and it is confusing people. 20130623 00:41:50< AI0867> fabi_: we could, but github officially doesn't do redirects 20130623 00:41:56< shadowm> fabi_: Only if ESR agrees and doesn't do something ridiculous later on like push the rewritten repository into the production one. 20130623 00:41:59< AI0867> so that'd mean we'd have to tell everyone to change their URLs 20130623 00:42:07< shadowm> AI0867: Actually... 20130623 00:42:13< shadowm> https://github.com/blog/1508-repository-redirects-are-here 20130623 00:42:14< AI0867> yeah, I know they secretly do 20130623 00:42:26< AI0867> oh, they officially do them too now? 20130623 00:43:32< AI0867> still, I think that'd get very confusing (for github and/or us) if we do get a fixed repository at some point 20130623 00:47:35< _Coffee> if you don't mind me asking -- what is with the whole wesnoth-old anyway? 20130623 00:48:12< shadowm> _Coffee: Do you read the developers' ML, out of curiosity? 20130623 00:48:20< fabi_> AI0867, shadowm: Well, the current situation is just suboptimal. I had to tell people 3 times during the last week how to find the repository and that wesnoth-old is indeed the one to go for. 20130623 00:49:17< shadowm> My point is that ESR could have lost interest completely or still be working on it. Nobody has asked him as of late AFAIK and he's not said a word of his own accord. 20130623 00:49:20< _Coffee> shadowm: yeah, but I don't understand (something about making comments nicer ors something) 20130623 00:49:40< shadowm> If he's still working on it, we don't want a situation where he pushes the rewritten version into the production version while we are working with the latter. 20130623 00:50:19< shadowm> I am not sure if Git would reject that or create a massive incoherent mess. 20130623 00:59:02< fabi_> _Coffee: Did you check if is_visible_to_team() also considers if sides you are allied with reveals the unit in question? 20130623 00:59:46< _Coffee> fabi_: you mean like in ambush? 20130623 01:00:57< fabi_> _Coffee: I mean that you can have allied sides which share vision. 20130623 01:03:11< _Coffee> fabi_: it looks like it checks that (it is specificially tested for in the function if view is shared, etc.) 20130623 01:03:25< fabi_> _Coffee: Also, are you sure that code which determines the direction to face a unit doesn't already exist? 20130623 01:03:40< irker238> wesnoth: Espreon wesnoth-old:master 939a2c / / (22 files in 21 dirs): Updated the Latin translation. http://git.io/e53whQ 20130623 01:04:05< _Coffee> fabi_: yeah, that's what jamit posted as a "simpler" version on GNA 20130623 01:04:30< _Coffee> I didn't see the get_relative_dir function 20130623 01:04:39< _Coffee> I can use that to simplify the code a bit 20130623 01:04:55< fabi_> Any reason not to do so? 20130623 01:05:01< _Coffee> but not quite what jamit posted, because that fails in the middle area 20130623 01:05:19< _Coffee> units in the middle should face outward (IMO) 20130623 01:05:33< _Coffee> and outer units should face inwards within some probability range 20130623 01:05:53< _Coffee> otherwise it doesn't work on maps like auction x very well (again IMO) 20130623 01:10:06< fabi_> I think you should get rid of all the direction code and just determine a hex field to look at (either a unit or one in the middle) and only use the get_relative_dir function. 20130623 01:10:19< _Coffee> fabi_: yeah 20130623 01:11:13< _Coffee> fabi_: I am thinking to use jamits code, but change to the opposite direction if the distance to the middle from the recruit spot is small (within a continuous probability line) 20130623 01:12:13< fabi_> Let me have a look at his solution. 20130623 01:14:23< fabi_> quite small 20130623 01:15:16< _Coffee> fabi_: it would work without seeing an enemy unit, but needs some more code for when recruited unit is close to the middle 20130623 01:20:48< fabi_> _Coffee: Isn't just looking away from the leader when the keep is centered and no enemy visible good enough? 20130623 01:21:37< fabi_> Ah no. 20130623 01:22:39< jamit> Coffee: Yeah, that was a quick bit of coding. It's since occurred to me that an even simpler version might produce good results: int face_x = rand() % map.w() 20130623 01:23:09< jamit> That would essentially be picking a random hex on the board, and facing the unit towards it. Generally, units will face towards the larger portion of the board. 20130623 01:23:17< _Coffee> hi jamit 20130623 01:23:56< jamit> And if the occasional numbskull soldier wants to face the nearby corner, well not every soldier is smart... :) 20130623 01:25:41-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 01:25:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20130623 01:26:02< _Coffee> jamit: in auctionx the dwarf fighters face predominantly the wrong way with this approach in the middle 20130623 01:26:08< fabi_> hi Gambit 20130623 01:26:30< Gambit> Hi fabi_. 20130623 01:27:08< jamit> Coffee: I thought there was no "wrong way" in the middle. You said they would face ALL directions. 20130623 01:27:34< _Coffee> jamit: maybe in the middle they should tend towards facing outwards 20130623 01:28:31< jamit> Define "outwards", keeping in mind how misshappen a castle/keep layout may be. 20130623 01:28:42< _Coffee> away from the middle 20130623 01:29:45< jamit> The middle of the map? Would that really help if the keep is off-center? 20130623 01:30:29< _Coffee> jamit: within a distance to centre vs distance to edge range, I think that a better result would be if the opposite direction was chosen 20130623 01:30:55< _Coffee> with highest probability of choosing the oposite direction at the exact middle 20130623 01:31:36< _Coffee> when you are in the middle area you usually want to protect or scout everywhich ways away from the middle 20130623 01:32:03< _Coffee> and the goal of many (MP maps) is to dominate central areas 20130623 01:32:22< jamit> You might get something with that. I would advise against hardcoding break points though, if you can, just as a rule of thumb. And remember to KISS. ;) 20130623 01:32:57< _Coffee> yeah, like on say a third of the map width and height as a good division point (the DAD approach) 20130623 01:33:08< _Coffee> *D&D 20130623 01:35:15-!- travis-ci [~travis-ci@ec2-54-235-2-129.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 01:35:15< travis-ci> [travis-ci] wesnoth/wesnoth-old#99 (master - 939a2c1 : Espreon): The build passed. 20130623 01:35:15< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/8b33acca958f...939a2c1c76bc 20130623 01:35:15< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8348620 20130623 01:35:15-!- travis-ci [~travis-ci@ec2-54-235-2-129.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 01:43:09< irker238> wesnoth: Groggy Dice wesnoth-old:master 9662f4 / data/tools/wmllint: miscellaneous spelling corrections http://git.io/qUdshQ 20130623 01:43:11< irker238> wesnoth: Groggy Dice wesnoth-old:master 190aed / data/tools/wmllint: tweak "dying words" error message to try to improve clarity http://git.io/m_d42Q 20130623 01:43:13< irker238> wesnoth: Groggy Dice wesnoth-old:master 8f67d6 / data/tools/wmllint: increase the number of orcish warlord portrait replacements to improve variety http://git.io/rVNq1g 20130623 01:43:15< irker238> wesnoth: Alexander van Gessel wesnoth-old:master b42e7f / data/tools/wmllint: Merge pull request #18 from groggydice/lint http://git.io/f7o0Qg 20130623 01:44:37-!- vernon [~quassel@catv-89-133-164-152.catv.broadband.hu] has quit [Ping timeout: 276 seconds] 20130623 01:45:33< AI0867> fabi_: could you please fix the selection thing before Ivanovic releases 1.11.5? 20130623 01:46:54< fabi_> AI0867: He releases this Sunday? 20130623 01:47:20< AI0867> or monday, or tuesday 20130623 01:47:29< AI0867> see the mail he just sent 20130623 01:48:01< AI0867> also, the zoom slider (in the unitbox theme) reacting to the left/right arrow keys 20130623 01:48:19< fabi_> AI0867: I already had a look at it, the refactoring the select action into own files should prepare the fix. 20130623 01:48:53< AI0867> k 20130623 01:49:09< fabi_> AI0867: What do you suggest to fix the slider problem? 20130623 01:49:24< irker238> wesnoth: JaMiT wesnoth-old:master dbd4fd / src/team.cpp: Simplify some code. http://git.io/uF4aGQ 20130623 01:49:26< irker238> wesnoth: JaMiT wesnoth-old:master f82545 / src/ (4 files in 2 dirs): New function utils::set_split() http://git.io/S3N2ZQ 20130623 01:50:49< fabi_> jamit: While you are at it, could you refactor team into side? 20130623 01:51:36< jamit> fabi: where? 20130623 01:52:31< fabi_> team.*pp --> side.*pp 20130623 01:53:51< jamit> Why? 20130623 01:54:28< fabi_> jamit: The problem is that we mix the terms. Teams are set of sides working together. But the class called team is not a team but a side. 20130623 01:54:56< AI0867> there's not just that 20130623 01:55:00< AI0867> side numbers are 1-indexed 20130623 01:55:18< jamit> But there is a distinction between "side" and "team". Sides use 1-based indices, while teams are 0-based. 20130623 01:55:19< AI0867> the stuff in team (and possibly in some other places) is 0-indexed 20130623 01:56:42< jamit> I think renaming the class to "side" would cause more confusion than it solved at this point in time. 20130623 01:56:47< fabi_> Yes, that all deserves being cleaned up properly. I spend half an hour explaining someone the difference between teams and sides game logic wise and that he has to think about what is meant in the code because we just mix everything up. 20130623 01:57:47< jamit> Half an hour? It takes that long to explain the difference between 1-based and 0-based? 20130623 01:57:56< fabi_> jamit: No. 20130623 01:58:05< fabi_> jamit: See. I have to explain it again. 20130623 01:58:17< fabi_> jamit: A team in the game are sides which are allied together. 20130623 01:58:20-!- prkc [~negusnyul@dsl51B65D1C.pool.t-online.hu] has quit [Quit: Konversation terminated!] 20130623 01:58:25< _Coffee> just want to say it wasn't me that took half an hour this time :P 20130623 01:58:25< jamit> Game logic wise, there are no sets of sides working together. Each side has its own set of allies. The relationship need not be transitive. 20130623 01:59:44-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Read error: Connection reset by peer] 20130623 01:59:55< jamit> Side 1 can be allied with side 2 and 5. Side 2 with 1 and 3. Side 3 with 2 and 4. Side 4 with 3 and 5. Side 5 with 4 and 1. In this scenario, where is the "sides which are allied with each other"? 20130623 02:00:09< fabi_> yes 20130623 02:01:07< jamit> If there is an explanation to be made, it's that the code does not recognize "sides which are allied together". The concept does not exist at the implementation level. 20130623 02:01:30< fabi_> Well, that is not my point. 20130623 02:01:36< jamit> The code recognizes "sides that are allied to the given side". 20130623 02:02:25< AI0867> fabi_: ever since I implemented multiple team names, there haven't really been teams 20130623 02:02:36< AI0867> unless you want to call every team name a 'team' 20130623 02:02:52< fabi_> Okay, still that is not my point. 20130623 02:03:05< fabi_> The point is that we have a team concept in the game. 20130623 02:03:50-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 02:04:10-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130623 02:04:19< fabi_> Say you want to grep for that concept in the code, you get a massive amount of hits to data structures and code which is in fact for that what we call "side" in the game. 20130623 02:04:35< jamit> OK, but then forget about the argument that you spent half an hour explaining something that is not your point. ;) 20130623 02:05:40< jamit> You want to rename the team class. That could work, but not renaming it side, because we use "side" to indicate when an index is 1-based and "team" to indicate it is 0-based. 20130623 02:06:19-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 02:06:35< AI0867> making the team class 1-based would be the first step 20130623 02:07:36< fabi_> jamit: Sure, it should be called "side". Because it is the direct implementation of the side concept in the game. 20130623 02:07:39< jamit> Yes, consistency in indexing would be a good step. It would even be useful in and of itself. :) 20130623 02:07:48< fabi_> Indeed. 20130623 02:08:55-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has quit [Ping timeout: 264 seconds] 20130623 02:10:01< jamit> fabi, if you were to simply rename "team" to "side" without additional prep work, you run into problems. Example: game_display::playing_side() returns a 1-based index, but indexing the vector of formerly-called-teams needs to be 0-based. 20130623 02:10:40< jamit> So then all the side_num and team_num variables would not make sense. 20130623 02:10:56< fabi_> Sure, all that needs some cleanup. 20130623 02:11:32< jamit> Hmm... would it be too menial for GSoC to have someone rework the vector of teams so we can get consistent indexing? 20130623 02:11:55-!- groggy [4c05b606@gateway/web/freenode/ip.76.5.182.6] has quit [Ping timeout: 250 seconds] 20130623 02:12:11< jamit> It's not a process you start by renaming team.?pp to side.?pp. 20130623 02:14:00< fabi_> jamit: Why not? Just renaming files does not hurt. Unlike java c++ does not enforce files and class names being in sync. 20130623 02:14:43-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 02:14:43< travis-ci> [travis-ci] wesnoth/wesnoth-old#101 (master - b42e7ff : Alexander van Gessel): The build passed. 20130623 02:14:44< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/939a2c1c76bc...b42e7ff0f569 20130623 02:14:44< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8349498 20130623 02:14:44-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 02:16:06< jamit> No it doesn't hurt the compiler, but it does hurt the coders by making things more confusing. (A new programmer finds this "team" class and wants to find its definition. What? Look in side.cpp? Instant confusion. :P ) 20130623 02:16:46< fabi_> jamit: Well, renaming the team class into side and changing the file name doesn't hurt either. 20130623 02:16:54< jamit> Fix the indexing first. The the class class can be renamed. Renaming the files is the fastest step, so can be done last. 20130623 02:21:24-!- Upthorn [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has quit [Ping timeout: 256 seconds] 20130623 02:25:15-!- travis-ci [~travis-ci@ec2-174-129-187-116.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 02:25:15< travis-ci> [travis-ci] wesnoth/wesnoth-old#102 (master - f825456 : JaMiT): The build passed. 20130623 02:25:15< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/b42e7ff0f569...f82545674b8c 20130623 02:25:15< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8349579 20130623 02:25:15-!- travis-ci [~travis-ci@ec2-174-129-187-116.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 02:28:15< fabi_> jamit, AI0867: Why not call one method side_by_indey() and the other side_by_number() 20130623 02:28:16< fabi_> ? 20130623 02:31:30< fabi_> s/side_by_indey/side_by_index 20130623 02:34:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20130623 02:37:10< AI0867> which would be which? 20130623 02:37:34-!- exciton_ [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20130623 02:40:53-!- exciton [chuck-the-@89.208.169.104] has quit [Ping timeout: 240 seconds] 20130623 02:41:11-!- _trewe [~trewe@87-196-73-48.net.novis.pt] has quit [Quit: Verlassend] 20130623 02:44:11< irker238> wesnoth: Groggy Dice wesnoth-old:master 3709ac / data/tools/wmllint: add conversion of "~/campaigns" to "~add-ons" http://git.io/_QfikA 20130623 02:44:13< irker238> wesnoth: Groggy Dice wesnoth-old:master 63587d / data/tools/wmllint: add a tupled list of mainline campaigns http://git.io/_ScvJw 20130623 02:44:15< irker238> wesnoth: Groggy Dice wesnoth-old:master b212b9 / data/tools/wmllint: convert old UMC paths from data/campaigns/ to data/add-ons/ in a mainline-safe w http://git.io/FPQymQ 20130623 02:44:17< irker238> wesnoth: Alexander van Gessel wesnoth-old:master 00a2b0 / data/tools/wmllint: Merge pull request #28 from groggydice/umcpath http://git.io/_ZWYNQ 20130623 02:47:48< jamit> fabi: There are several things that can be done. There are also many places where such things would need to be done. Renaming a pair of methods would be just the tip of the iceberg. 20130623 02:49:24< fabi_> AI0867: Index counts from 0 while number starts with 1. 20130623 02:50:27< AI0867> the point is that that is not at all clear from the name 20130623 02:58:17< fabi_> No? Side number is a game concept, while the index is an array index. I thought that is obvious. 20130623 02:59:23-!- exciton_ [chuck-the-@89.208.169.104] has quit [Ping timeout: 240 seconds] 20130623 03:00:53-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20130623 03:05:18< shadowm> fabi_: Don't you mean [action]? http://forums.wesnoth.org/viewtopic.php?p=555925#p555925 20130623 03:05:55< fabi_> shadowm: Oh yes. 20130623 03:09:04-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 03:09:04< travis-ci> [travis-ci] wesnoth/wesnoth-old#103 (master - 00a2b0b : Alexander van Gessel): The build passed. 20130623 03:09:04< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/f82545674b8c...00a2b0bbfc16 20130623 03:09:04< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8350419 20130623 03:09:04-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 03:31:51< irker238> wesnoth: Espreon wesnoth-old:master ea6b4f / po/ (25 files in 25 dirs): Updated the Latin translation. http://git.io/2YLmlQ 20130623 04:02:16-!- travis-ci [~travis-ci@ec2-54-235-2-129.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 04:02:16< travis-ci> [travis-ci] wesnoth/wesnoth-old#104 (master - 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f565cef : mattsc): The build passed. 20130623 05:16:20< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/ea6b4ff9b0c7...f565cefa68ee 20130623 05:16:20< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8351775 20130623 05:16:20-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 05:17:27-!- Alarantalara [~Adium@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Quit: Leaving.] 20130623 05:39:37-!- Blueblaze [~Blueblaze@adsl-99-148-247-124.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20130623 05:47:33< irker238> wesnoth: JaMiT wesnoth-old:master 8733b8 / src/ (gamestatus.cpp gamestatus.hpp): Convert carryover::recall_list_ to store configs instead of units. http://git.io/9vCNRw 20130623 05:47:35< irker238> wesnoth: JaMiT wesnoth-old:master 4efe45 / src/gamestatus.cpp: Simplify some code with utils::join(). http://git.io/z9J2Gw 20130623 05:47:37< irker238> wesnoth: JaMiT wesnoth-old:master c94fb2 / src/ (9 files in 3 dirs): Rework some header dependencies. http://git.io/N1oSyw 20130623 06:03:17-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 246 seconds] 20130623 06:05:09-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130623 06:10:57-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 06:10:57< travis-ci> [travis-ci] wesnoth/wesnoth-old#106 (master - 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Is it correct to consider that release notes should be a condensed version of the changelog ? Or do they fill completely different purposes ? 20130623 10:20:57< shadowm> LordBob_: They are included in the forum post for the release announcement. 20130623 10:21:07< shadowm> Think of it as a sales pitch. 20130623 10:21:26< LordBob_> alright, I get the idea :) 20130623 10:22:00< vultraz> LordBob_: when a new stable release is out, there's a long fancy page on the wiki and forums about it 20130623 10:22:23< shadowm> Here's an example: http://forums.wesnoth.org/viewtopic.php?f=5&t=38570 The RELEASE_NOTES text was everything under the "Important changes and new features" header. 20130623 10:23:03< shadowm> There wasn't anything in RELEASE_NOTES for 1.11.4, so http://forums.wesnoth.org/viewtopic.php?f=5&t=38842 has "I was not asked to mention anything specific" instead. 20130623 10:24:53-!- Ivanovic changed the topic of #wesnoth-dev to: 1.11.5 planned for Monday, 24.6.2013 | current repo: https://github.com/wesnoth/wesnoth-old (Please read the dev-ml for the latest status!) | http://wiki.wesnoth.org/SummerOfCodeIdeas | 195 bugs, 334 feature requests, 27 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20130623 10:25:25-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20130623 10:27:02< irker108> wesnoth: Nils Kneuper wesnoth-old:master f1a3c7 / / (1258 files in 32 dirs): pot-update and regenerated doc files http://git.io/7v-KiA 20130623 10:30:52< fabi_> LordBob_: Let's consider removing the orb and crown again, I don't think I can fix it before the release. 20130623 10:38:22-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 10:38:22< travis-ci> [travis-ci] wesnoth/wesnoth-old#107 (master - c9f6847 : Nils Kneuper): The build has errored. 20130623 10:38:22< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/c94fb2498f24...c9f6847f6624 20130623 10:38:22< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8354946 20130623 10:38:22-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 10:41:20-!- travis-ci [~travis-ci@ec2-54-224-47-255.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 10:41:20< travis-ci> [travis-ci] wesnoth/wesnoth-old#108 (master - 7495f59 : Nils Kneuper): The build has errored. 20130623 10:41:20< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/c9f6847f6624...7495f59685ab 20130623 10:41:20< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8355048 20130623 10:41:20-!- travis-ci [~travis-ci@ec2-54-224-47-255.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 10:45:25-!- trademark_ [~trademark@mne69-1-82-67-17-201.fbx.proxad.net] has quit [Ping timeout: 246 seconds] 20130623 10:49:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20130623 10:50:08-!- travis-ci [~travis-ci@204.236.200.196] has joined #wesnoth-dev 20130623 10:50:08< travis-ci> [travis-ci] wesnoth/wesnoth-old#109 (1.10 - 3a72adf : Nils Kneuper): The build has errored. 20130623 10:50:08< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/202473053cda...3a72adfe7e07 20130623 10:50:08< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8355054 20130623 10:50:08-!- travis-ci [~travis-ci@204.236.200.196] has left #wesnoth-dev [] 20130623 10:54:15< fabi_> AI0867: ^ travis is doing something wrong. 20130623 10:58:27-!- Blueblaze [~Blueblaze@adsl-99-148-247-124.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20130623 11:02:24-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 11:02:25< travis-ci> [travis-ci] wesnoth/wesnoth-old#110 (master - f1a3c7d : Nils Kneuper): The build passed. 20130623 11:02:26< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/7495f59685ab...f1a3c7d34bc6 20130623 11:02:26< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8355141 20130623 11:02:26-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 11:08:33-!- Crendgrim [~quassel@g224212071.adsl.alicedsl.de] has quit [Ping timeout: 268 seconds] 20130623 11:10:41-!- Crendgrim [~quassel@f050094220.adsl.alicedsl.de] has joined #wesnoth-dev 20130623 11:11:02-!- H-Hour [~H-Hour@cpc7-sgyl35-2-0-cust428.18-2.cable.virginmedia.com] has joined #wesnoth-dev 20130623 11:27:55< LordBob_> fabi_: isn't there a chance to delay the release, instead ? I'm not too keen on the idea of playing back-and-forth with those commits :/ 20130623 11:29:53< vultraz> hm... 20130623 11:29:59< vultraz> we'll have to ask Ivanovic 20130623 11:33:11< fabi_> LordBob_: Well, Ivanovic's time is spare at the moment. Delaying it again might be causing a huge delay. 20130623 11:35:34< LordBob_> Hm... If that's what he says, do as you see fit. It's not like if this would be the last detail to stand out amidst a finished GUI... 20130623 11:37:41-!- wesbot changed the topic of #wesnoth-dev to: 1.11.5 planned for Monday, 24.6.2013 | current repo: https://github.com/wesnoth/wesnoth-old (Please read the dev-ml for the latest status!) | http://wiki.wesnoth.org/SummerOfCodeIdeas | 194 bugs, 334 feature requests, 27 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20130623 11:38:54< vultraz> LordBob_: and alternate temporary solution would be to draw a version of the crowns that did not extend out-of-hex 20130623 11:38:59< vultraz> just for 1.11.5 20130623 11:39:20< fabi_> LordBob_: Well, my opinion is that the glitch is only a small cosmetic one, of course unacceptable for a stable release, but fine for a development one. 20130623 11:41:13< shadowm> It is seriously distracting on animated terrains. 20130623 11:41:16< shadowm> In particular, water. 20130623 11:42:32< LordBob_> vultraz: It's a waste of time to redo the whole thing for a temporary solution. If the crown could have easily fit inside the hex without a complete redraw, I'd have done it already. 20130623 11:42:57< LordBob_> vultraz: If really we can't do with the current state, then I'd rather revert the commits for sure 20130623 11:44:58< LordBob_> vultraz: or drawn an entirely new set and keep it for good. But no half-done stuff. 20130623 11:45:05< LordBob_> *draw 20130623 11:46:40< Gallaecio> Can anybody confirm whether Eloh (god in Under the Burning Suns) is meant to be a god or a goddess? I find it referenced as both. 20130623 11:46:55< Gallaecio> Maybe Espreon when you are back? 20130623 11:47:24< shadowm> A female god. 20130623 11:47:30< shadowm> i.e. a goddess. 20130623 11:51:08< LordBob_> fabi_: I would tend to agree as well, but let's leave the decision to the powers that be. If the glitch must go, then I say we revert the commits for now (or commit again the old files if that's easier to do) 20130623 11:52:29< Gallaecio> shadowm: OK, I will review the texts. 20130623 11:54:31-!- mjs-de [~mjs-de@p3EE22F50.dip0.t-ipconnect.de] has joined #wesnoth-dev 20130623 12:22:34-!- vernon [~quassel@catv-89-133-164-152.catv.broadband.hu] has quit [Remote host closed the connection] 20130623 12:56:20-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 13:00:40-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130623 13:02:01-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 13:21:31-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130623 13:22:39-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 13:23:42-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130623 13:25:10-!- Blueblaze [~Blueblaze@adsl-99-148-247-124.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20130623 13:25:32-!- vultraz_laptop [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 256 seconds] 20130623 13:26:43-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 13:27:05-!- irker108 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130623 13:39:33-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20130623 13:50:09-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 256 seconds] 20130623 14:34:41< AI0867> fabi_: looks like the build host was overly busy, causing our build to time out and be aborted 20130623 14:35:50< fabi_> AI0867: It would be cool if the git commit would be delayed until the travis build passed. 20130623 14:37:47< AI0867> that's not only impossible, but sounds like a bad idea 20130623 14:38:05< AI0867> (travis clones the repository the same as everyone else) 20130623 14:38:16< AI0867> and delaying things by half an hour is a terrible idea 20130623 14:40:01< AI0867> Gallaecio: about your pull request... why? 20130623 14:40:30-!- Alarantalara [~Adium@173.33.158.188] has joined #wesnoth-dev 20130623 14:40:51-!- vultraz_laptop [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20130623 14:41:10< Gallaecio> AI0867: Would you refer to your goddess as “my god”? 20130623 14:42:08< Gallaecio> I’m not completely sure whether it’s right or wrong, I suggest we wait for Espreon’s input. 20130623 14:42:45-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20130623 14:44:44< shadowm> AI0867: It would be cool if the notifications were less noisy, especially for successful builds. :p 20130623 14:44:46-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 14:48:08-!- trewe [~trewe@87-196-73-48.net.novis.pt] has joined #wesnoth-dev 20130623 14:51:57-!- irker556 [~irker@ai0867.net] has joined #wesnoth-dev 20130623 14:51:57< irker556> wesnoth: fendrin wesnoth-old:master aa571b / src/editor/action/action_select.cpp: Code formated. http://git.io/jMaCTQ 20130623 14:51:57< irker556> wesnoth: fendrin wesnoth-old:master c6cc96 / src/unit.cpp: Fix spelling in a comment. http://git.io/BfgriQ 20130623 14:54:59< irker556> wesnoth: fendrin wesnoth-old:master c7143a / src/unit.cpp: Another spelling fix in a comment. http://git.io/fS0EpA 20130623 15:06:47-!- dailin [~dailin@218.108.49.4] has joined #wesnoth-dev 20130623 15:08:57< AI0867> shadowm: there's only one template. I can make it only report changes in build state for successful builds though 20130623 15:10:00< AI0867> and the "change view" line can probably be omitted entirely 20130623 15:10:27< shadowm> THe main thing that bothers me is the notification's length (three lines, plus the JOINs and PARTs) and the fact that when I commit I get highlighted a few minutes later with my real name. 20130623 15:10:53< shadowm> Not to mention that if I push n commits I may be delay-highlighted n additional times. 20130623 15:11:09< shadowm> I could tell my client to deal with it somehow, though, I'm just lazy. 20130623 15:11:13< AI0867> no, it works once per push 20130623 15:11:21< AI0867> and the join is needed because of +n 20130623 15:11:38< AI0867> I can turn it off, but then the messages won't make it 20130623 15:11:40< shadowm> Hm, right? Maybe I've been doing too much pushing as of late. 20130623 15:11:54< shadowm> AI0867: the JOIN is needed because the bot is not stateful. 20130623 15:12:00< shadowm> Or so I suspect. 20130623 15:12:09< AI0867> yes 20130623 15:12:14< shadowm> It could just linger around in the channel forever and that'd be far less noisy. 20130623 15:12:18< AI0867> nothing about travis is stateful 20130623 15:12:31< shadowm> Disabling channel mode +n is asking for trouble. 20130623 15:12:44< AI0867> true 20130623 15:13:36-!- EliDupree [~quassel@66-189-34-122.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20130623 15:13:49< fabi_> Shall comments be written in American or in British English? 20130623 15:14:00< irker556> wesnoth: Alexander van Gessel wesnoth-old:master d1c680 / .travis.yml: Make travis a bit less verbose http://git.io/pXZP9w 20130623 15:14:55-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 15:14:55< travis-ci> [travis-ci] wesnoth/wesnoth-old#112 (master - c6cc96f : fendrin): The build passed. 20130623 15:14:55< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/f1a3c7d34bc6...c6cc96f09e4e 20130623 15:14:55< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8359085 20130623 15:14:55-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 15:18:35-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 15:18:35< travis-ci> [travis-ci] wesnoth/wesnoth-old#113 (master - c7143a7 : fendrin): The build passed. 20130623 15:18:36< travis-ci> [travis-ci] Change view : https://github.com/wesnoth/wesnoth-old/compare/c6cc96f09e4e...c7143a71bac0 20130623 15:18:36< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8359193 20130623 15:18:36-!- travis-ci [~travis-ci@ec2-107-21-174-251.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 15:27:12< Gallaecio> fabi_: Not sure what you are talking about. 20130623 15:27:21< Gallaecio> But the likely answer is American. 20130623 15:27:38< fabi_> Gallaecio: Code comment like : //this is a c++ comment 20130623 15:28:06< Gallaecio> The game is in American English, so I would go with American. 20130623 15:33:21< fabi_> Okay 20130623 15:58:49-!- EdB [~edb@abo-200-11-69.bdx.modulonet.fr] has joined #wesnoth-dev 20130623 16:02:31< irker556> wesnoth: Alexander van Gessel wesnoth-old:1.10 77937e / .travis.yml: Make travis a bit less verbose http://git.io/WPUVPQ 20130623 16:27:21-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has joined #wesnoth-dev 20130623 16:27:21< travis-ci> [travis-ci] wesnoth/wesnoth-old#115 (1.10 - 77937e0 : Alexander van Gessel): The build passed. 20130623 16:27:21< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/8360360 20130623 16:27:21-!- travis-ci [~travis-ci@ec2-204-236-200-196.compute-1.amazonaws.com] has left #wesnoth-dev [] 20130623 16:36:37-!- dailin [~dailin@218.108.49.4] has quit [Quit: Leaving] 20130623 16:41:01-!- flix [~flix@80.90.161.170] has joined #wesnoth-dev 20130623 17:05:16-!- prkc [~negusnyul@dsl51B65D1C.pool.t-online.hu] has joined #wesnoth-dev 20130623 17:14:24< flix> shadowm: Hi, just saw your message about protect_my_unit. I was not sure how much it is in use in UMCs. (Because it just replaced the old [target] and protect_leader syntax). I'm afraid I can not deal with this now since I'm not really here (I'm online from a airport hotel). I'm "back" on 02/07 and could then add something to wmllint if you think it's necessary. 20130623 17:16:31< flix> Crab_: Hi! I'm not really here (airport hotel :) ). Did you take a look at my latest commits (especially the find_routes() extension) 20130623 17:19:00< irker556> wesnoth: fendrin wesnoth-old:master fa86e2 / src/ (54 files in 3 dirs): Fix some wrong spelling, mostly in comments. http://git.io/8pP5hA 20130623 17:36:11< flix> shadowm, Crab_:I have to leave again. Will read the logs though. See you soon! 20130623 17:36:15-!- flix [~flix@80.90.161.170] has left #wesnoth-dev [] 20130623 17:38:16< irker556> wesnoth: Adrián Chaves Fernández (Gallaecio) wesnoth-old:master ddb4e6 / data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg: [Mispell] have lead → have led http://git.io/FUki_g 20130623 17:38:18< irker556> wesnoth: Alexander van Gessel wesnoth-old:master 5f19e1 / data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg: Merge pull request #33 from Gallaecio/led http://git.io/B4haSg 20130623 18:14:49-!- mjs-de [~mjs-de@p3EE22F50.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20130623 18:22:12-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 241 seconds] 20130623 18:41:02< jamit> Gallaecio: There are times when "god" can be used without implying a gender. Those times would be when referring more to the "office" than the one occupying the "office". A more modern term to fill that role would be "deity". 20130623 18:41:39< jamit> Gallaecio: A lot of the time, it probably comes down to writing style, how "personal" you want the text to feel. 20130623 18:42:16< Gallaecio> Well, when an elf talks, I think “goddess” is a must, and is currently not always the case. 20130623 18:42:53< Gallaecio> So even if the patch goes to far, you should review the changes and manually apply those that are messages by elven. 20130623 18:42:58< Gallaecio> *too 20130623 18:43:18< jamit> Maybe. Like I said, it depends on the style. A formal elf might refer to the office instead of the office-holder. 20130623 18:44:09< jamit> I don't know what style the campaign author had in mind. 20130623 18:44:46< jamit> I did not look through every change in your pull request, but I did not see any where the change would be outright wrong. 20130623 18:45:51< jamit> All of those changes might be right. But you had asked "Would you refer to your goddess as “my god”?" and the answer is "maybe". ;) 20130623 18:47:32< jamit> So maybe all those changes should be made, maybe not. It depends on the style desired. My impression is that at least some of those changes would be fitting. 20130623 18:47:58< jamit> But not my campaign, so not my decision. 20130623 18:49:23< jamit> Hmmm.... Odd as it may sound, Eloh referring to herself might use "god" instead of "goddess". Considering who "Eloh" really is.... 20130623 18:51:11< jamit> Gallaecio: Don't get me wrong. In principle, your changes are good. I'm digressing into theoretical possibilities. ;) 20130623 18:52:37< Gallaecio> I’m completely unsure about them, that’s why I want Espreon’s input here. 20130623 18:52:42< Gallaecio> Espreon: get back! 20130623 18:56:33-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20130623 19:01:30-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20130623 19:10:16< LordBob_> fabi_: ping ? 20130623 19:10:30< fabi_> LordBob_: :-) 20130623 19:10:50< LordBob_> Do you have some time to do discuss ToD skies ? 20130623 19:11:01-!- Gambit [~quassel@wesnoth/developer/grickit] has quit [Read error: Connection reset by peer] 20130623 19:11:03< fabi_> yes 20130623 19:11:32< LordBob_> Ok. Them let me begin with a preview of the current "dawn" skies set 20130623 19:11:34< fabi_> By the way, rotating the stars in the sky is a great thing. 20130623 19:11:34< LordBob_> https://www.dropbox.com/s/iyx4j0ht1ok5dta/skies1.jpg 20130623 19:11:46< LordBob_> :D Glad it was noticed 20130623 19:11:54< fabi_> moody 20130623 19:12:16< LordBob_> followed by a preview of the other types of clouds 20130623 19:12:17< LordBob_> https://www.dropbox.com/s/jdmx8fyogvwg8k4/skies2.jpg 20130623 19:12:46< fabi_> first watch - first hour 20130623 19:12:58< fabi_> is my favorite. 20130623 19:13:13-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130623 19:13:17< fabi_> I bet clouds aren't easy to do. 20130623 19:13:31< LordBob_> Altogether, I would like to be able to chose between 5 pools of clouds: dawn, dusk, "in-between", day, and night 20130623 19:13:43< vultraz> DAYUM that looks amazing @_@ 20130623 19:13:44< LordBob_> (I'm slowly getting better at them ^^) 20130623 19:14:25< fabi_> Technically, I can choose the clouds depending on the lawful_bonus= attribute. 20130623 19:14:41< fabi_> But that can't be used to distinguish between dusk and dawn. 20130623 19:15:17< fabi_> vultraz: Do you remember who asked if the old stubs were final? 20130623 19:15:19< LordBob_> fabi_: maybe this part can be hard-coded, similarly to how the current tod pictures are assigned ? 20130623 19:15:33< vultraz> fabi_: Crendgrim 20130623 19:15:41< vultraz> I think 20130623 19:15:43< fabi_> Crendgrim: ^ 20130623 19:16:38< fabi_> LordBob_: Yes, we will have to do it. I can't come up with a better idea. 20130623 19:17:47< LordBob_> fabi_: another small detail which I think would be nice would be to insert a "cloudless sky" in each pool and give it a greater ponderation than the other ones, so that our skies aren't always cloudy 20130623 19:18:43< Crendgrim> I hope they are not too bright in comparison to the rest of the UI. That's my only convern. 20130623 19:18:49< Crendgrim> s/convern/concern/ 20130623 19:19:18< fabi_> LordBob_: Sure, and one with all clouded, where you barely notice the sun? 20130623 19:20:41< fabi_> Crendgrim: Well, the nightly ones don't look very bright :-) 20130623 19:20:49< LordBob_> I was thinking of providing that one as part of the special "weather conditions" pictures, but sure, we can also insert in the range of 'normal' skies 20130623 19:21:33< fabi_> LordBob_: Yes, do you also "let it rain"? 20130623 19:22:54< vultraz> LordBob_: rainy images would be really good for umc that uses rain 20130623 19:23:18< vultraz> LordBob_: currently there are no rain effects in mainline, but a few UMC have custom rain efx 20130623 19:24:28< LordBob_> I haven't done the weather condition skies yet, but indeed I'm planning to make a couple pictures for each of the following: rain, storm, snow, sandstorm 20130623 19:25:06< LordBob_> I will also create a fog overlay 20130623 19:25:09< fabi_> LordBob_: thunderstorm 20130623 19:25:27< LordBob_> yeah, that's what I meant by "storm" :) 20130623 19:25:48< fabi_> But how to do the lightning? 20130623 19:25:49< LordBob_> Couldn't remember the full word 20130623 19:26:18< fabi_> I mean the thunderbolt 20130623 19:26:34< LordBob_> Hmm...Either we show it fixed, or we don't show it at all 20130623 19:26:47< fabi_> No animation? 20130623 19:27:15< LordBob_> That would be nice, but aren't we unable to animate the ToD window ? 20130623 19:27:46-!- trademark_ [~trademark@mne69-1-82-67-17-201.fbx.proxad.net] has joined #wesnoth-dev 20130623 19:28:00< vultraz> fabi_: if we could animate the ToD window it would look amazing 20130623 19:28:08< fabi_> LordBob_: Honestly, I don't know. But I really like the idea of animate ToD window, thus I like to implement it. 20130623 19:28:19< vultraz> (though it would mean a lot more art) 20130623 19:28:40< vultraz> for stuff like moving waves, swaying trees, moving clouds 20130623 19:28:52< fabi_> LordBob_: It can't be that much work, we have animation all around in wesnoth, I bet I can reuse some stuff from somewhere else. 20130623 19:30:02< LordBob_> Heh, let's take it one step at a time :p 20130623 19:30:10< vultraz> fabi_: perhaps it would be a matter of extending the animation code to the gui1 image widget code? 20130623 19:30:35< fabi_> yes 20130623 19:34:23< LordBob_> fabi_: there is another aspect of this that we need to discuss: do we extend this behavior to the existing ToD format, (which might come in handy for small displays), and if yes, how much of it do we port ? (fixed skies pictures +/- clouds +/- terrain overview) 20130623 19:35:50< fabi_> Hmmm, the old format isn't exactly what I would call huge. 20130623 19:36:23< fabi_> tod + clouds should work, but I don't see a chance for the terrain. 20130623 19:36:42< LordBob_> Agreed 20130623 19:37:14< fabi_> And the unit is certainly out of question, even small units are taller, maybe the lvl0 mudcrawler fits in. 20130623 19:37:46-!- Alarantalara [~Adium@173.33.158.188] has quit [Quit: Leaving.] 20130623 19:38:33< LordBob_> No need for units, I think. I was mostly thinking of the "classic" texted-based theme, which we said would be a mere facelift of the current one 20130623 19:39:28< fabi_> LordBob_: Also, I play with the thought of just removing the tod display at low resolutions at all. It is more or less only a decorative thing anyway. The player just needs to know the name of the tod. 20130623 19:40:23< LordBob_> True. It's what Pika proposed in the latest iOS mock-up I saw, and it didn't hurt much 20130623 19:53:13< vultraz> fabi_, LordBob_: does the Fire Dragon fit in the unit box? 20130623 19:53:38< fabi_> vultraz: I don't think so. 20130623 19:54:05< fabi_> vultraz: Can you check? 20130623 19:58:18< vultraz_laptop> fabi_: nope 20130623 19:58:25< vultraz_laptop> fabi_: it just doesn't show anything at all 20130623 20:00:10< vultraz_laptop> fabi_: I guess units like that will be scaled? 20130623 20:01:17< vultraz_laptop> well I guess it would have to be 20130623 20:01:28< vultraz_laptop> Error: ~BLIT(): offset and width '195' larger than destination image's width '154' no blitting performed. 20130623 20:02:13< fabi_> vultraz_laptop: Yes, the current code does not support it yet. Still it might fit. 20130623 20:03:32< fabi_> LordBob_: Our sidebar size is final? I guess it must be when you produce final tod images. Or are you doing them a little bigger so we have some possibilities. 20130623 20:03:34< fabi_> ? 20130623 20:03:59< vultraz> fabi_: I think the sidebar size should be final 20130623 20:04:09< vultraz> fabi_: any larger and you'll be taking up too much space 20130623 20:04:28< vultraz> we can't really afford another 40 pixels 20130623 20:04:39< fabi_> why not? 20130623 20:05:03< vultraz> we don't want to take up too much space with the sidebar 20130623 20:05:52< vultraz> also it's nice that the editor and game sidebars will be the same size 20130623 20:06:38-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20130623 20:07:22< vultraz> 40 pixels is a lot when you want to save space. Plus, we'd need at least 10 more for the border 20130623 20:07:47< vultraz> (maybe less) 20130623 20:08:01< fabi_> I do not want to save horizontal space. 20130623 20:08:10< vultraz> but still, a 200 px width sidebar is wide 20130623 20:08:36< vultraz> fabi_: also, we don't want to make LordBob_ go and add extra space to all the images he just made :P 20130623 20:09:04< vultraz> I really think we should just scale the dragon down 20130623 20:12:58< vultraz> anyway I'm off for a bit 20130623 20:14:30< fabi_> vultraz: The dragon is only 135 pixels wide. The tod image is 155. Thus it fits. 20130623 20:14:47< vultraz> fabi_: then how come it doesn't show? 20130623 20:15:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20130623 20:17:27< fabi_> vultraz: The blending code is not fit for it yet. 20130623 20:20:04< fabi_> vultraz: It might not fit horizontally but I would rather like to crop the wings than to scale it. 20130623 20:20:38< fabi_> LordBob_: ping 20130623 20:21:04< vultraz> fabi_: alright 20130623 20:23:34-!- kex [~kex@78.157.29.205] has quit [Remote host closed the connection] 20130623 20:25:14-!- Blueblaze [~Blueblaze@adsl-99-148-247-124.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20130623 20:28:03-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20130623 20:32:48-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 256 seconds] 20130623 20:37:35-!- EdB [~edb@abo-200-11-69.bdx.modulonet.fr] has quit [Quit: Konversation terminated!] 20130623 20:37:36-!- jetrel_laptop [~jetrel_la@mn-10k-dhcp1-437.dsl.hickorytech.net] has quit [Quit: jetrel_laptop] 20130623 20:40:31-!- jetrel_laptop [~jetrel_la@mn-10k-dhcp1-437.dsl.hickorytech.net] has joined #wesnoth-dev 20130623 20:40:51-!- kex [~kex@79.126.137.59] has joined #wesnoth-dev 20130623 20:48:34< LordBob_> fabi_: back 20130623 20:49:02< fabi_> LordBob_: If you read the last few chat lines, we discussed the fire dragon. 20130623 20:49:22< LordBob_> fabi_, vultraz: I would rather keep the sidebar at its current width indeed, at least in 1024*768 20130623 20:49:46< fabi_> LordBob_: That is fine, the fire dragon fits horizontally. 20130623 20:49:54< fabi_> LordBob_: But I wonder about the vertical space. 20130623 20:50:28< fabi_> I guess the blue part at the bottom of the tod images is reserved for the terrain image? 20130623 20:50:42< LordBob_> Either way, the dragon is only one unit among many. If it doesn't fit, scale it down and/or crop it using the tod tempalte I'll provide ;) 20130623 20:50:45< LordBob_> and yes. 20130623 20:50:57< LordBob_> It's the marker for sea level 20130623 20:53:36< fabi_> Well, if the unit box would be as deep as it is wide, the dragon fits. 20130623 20:54:05< fabi_> And the dragon is some kind of worst case unit, at least in mainline. 20130623 20:54:24< fabi_> But I am fine with cropping if it fails. 20130623 20:55:33< LordBob_> Technically, the unit box *is* already taller than its width 20130623 20:55:51< fabi_> really? 20130623 20:55:53< LordBob_> The size of the full window is 108*154 20130623 20:56:23< fabi_> 108 being the width? 20130623 20:56:29< LordBob_> yes 20130623 20:56:52< LordBob_> Here, let me check 20130623 20:56:58< fabi_> I used the gimp tool to measure the width and it told me 155. 20130623 20:57:10< fabi_> On your new tod images. 20130623 20:58:56< fabi_> 155 seems more reasonable as the width, since the sidebar is 181. 20130623 20:59:49< LordBob_> Oh. I mixed up the two resolutions 20130623 20:59:54< LordBob_> Wait again 20130623 21:01:21< LordBob_> So yeah. The updated size after I included the terrain type status in the ToD image is w154*h126 20130623 21:02:19< LordBob_> 108 is the net height in which the unit can be displayed without the terrain type overlapping it 20130623 21:03:43< fabi_> Okay. 20130623 21:03:54< LordBob_> Anyway, we *will* have to scale that dragon if only in unit comparison mode 20130623 21:05:08< LordBob_> So let's scale those large units (the new bone dragon baseframe size is 160*200) and keep the ToD window as is 20130623 21:06:08< LordBob_> The unit environment box is secondary information, after all. We want it as beautiful as can be, but it shouldn't take too much focus in the screen 20130623 21:08:03< fabi_> LordBob_: Ah yes, didn't think about dual view mode. I guess we can shift him up and scale him. That will look like it is deeper in the image, right? 20130623 21:10:29< LordBob_> In theory, yes, but it will also create conflicts with the terrain elements in the background 20130623 21:11:06< LordBob_> We don't want the dragon to look like it is standing in mid-air, or in the middle of a castle wall 20130623 21:11:54< LordBob_> Anyway, let's first focus on successfully handling the other 80% of units ;) 20130623 21:12:07< fabi_> Okay, let's focus on "normal" units. The dragon will have to suffer, that ugly big monster. 20130623 21:12:32< fabi_> 95% of the units. 20130623 21:17:48< LordBob_> yeah, that's closer to the truth of the situation ^^ 20130623 21:23:28-!- _8680_ [~8680@2002:44e1:fb42:0:249e:def6:b18b:71f4] has quit [Read error: Operation timed out] 20130623 21:27:08-!- oldtopman [~oldtopman@unaffiliated/oldtopman] has joined #wesnoth-dev 20130623 21:27:28-!- _8680_ [~8680@2002:44e1:fb42:0:38f8:3fdc:28be:32ad] has joined #wesnoth-dev 20130623 21:47:39-!- trewe [~trewe@87-196-73-48.net.novis.pt] has quit [Quit: Verlassend] 20130623 21:50:36-!- mcwise [~mcwise@p54A39AA0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20130623 21:56:51-!- mcwise [~mcwise@p54A39AA0.dip0.t-ipconnect.de] has quit [Quit: Leaving] 20130623 21:57:07-!- kex [~kex@79.126.137.59] has quit [Remote host closed the connection] 20130623 22:12:19< LordBob_> fabi_, vultraz: clouds set for "dusk" ToD: https://www.dropbox.com/s/ecz5znw4szdp6ip/skies3.jpg 20130623 22:13:18< fabi_> LordBob_: How nice, I guess the atmosphere of Irdya is already as much polluted as ours :-) 20130623 22:14:06< LordBob_> Absolutely. the elves blame troll farts and dwarf cooking for this 20130623 22:14:16< fabi_> hehe 20130623 22:15:34< fabi_> LordBob_: I bet the dwarves already use gas fracking since ages. 20130623 22:16:34< LordBob_> :D 20130623 22:18:17< fabi_> LordBob_: That is why the troll wheelps not have learned to walk upright: They are used as slaves in the mines, when the tunnel is to narrow. 20130623 22:18:55< fabi_> LordBob_: I guess I should go in the writers forum and redo some of the units, faction and race descriptions. 20130623 22:19:47< Espreon> Gallaecio: Eh, well there was a time when "god" didn't have the male gender highly associated with it (blame Christianization of Anglo-Saxon England, I guess) and so "goddess" or a similar thing wasn't really ecessary, and I believe some New Age sillies/Neo-Pagans/whatever might still subscribe to this gender neutralness. Maybe the author has this use in mind, though I don't know. Hmmmm... 20130623 22:20:05< LordBob_> It is worth noting that on their side, the dwarves blame elvish and human abuse of magic, while humans deem orcs and their continuous burning of anything and everything responsible 20130623 22:20:42< fabi_> Espreon: I think in context of UtBS it is fine to speak of a goddess. 20130623 22:21:09< Espreon> ... I'm still thinking! 20130623 22:21:27< Gallaecio> There are mentions to her as a goddess. The problem I see is that elven talk about her using both words. 20130623 22:21:45< fabi_> Espreon: You might want to review my few latest commits, I did some spell checking there, could be that I did some of them wrongly. 20130623 22:21:54< Espreon> Hmmm, OK. 20130623 22:22:16< Gallaecio> I will close my pull request, let you review them calmly, manually. 20130623 22:22:26< Espreon> Gallaecio: Then maintain this inconsistency, I guess. 20130623 22:22:36< LordBob_> Technically, the current portrait for Eloh does kinda look like a woman. Or leaning towards female at least 20130623 22:22:57< Espreon> ... if you feel it'd be fine. 20130623 22:23:09-!- fabi_ is now known as fendrin 20130623 22:24:46< Espreon> Gallaecio: But yeah, she is supposed to be female. 20130623 22:25:14< Espreon> ... though yeah, I guess she does not need to feel the need to use "goddess" as opposed to "god". 20130623 22:25:29< Espreon> So as I said, if you feel it'd be fine, maintain the inconsistency. 20130623 22:25:40< Espreon> ... carry it on into your translation, if you feel it'd be fine. 20130623 22:26:00< fendrin> We could let LordBob_ draw a portrait were she lifts her skirt ans see... I bet she/he has both. 20130623 22:26:36< Espreon> Eh, I don't think that'd be necessary. 20130623 22:26:39< Espreon> shadowm: What say you? 20130623 22:27:01< Gallaecio> XD 20130623 22:29:12< Espreon> fendrin: "publically" is also a valid spelling. 20130623 22:29:16< Espreon> but whatevz. 20130623 22:30:33-!- trademark_ [~trademark@mne69-1-82-67-17-201.fbx.proxad.net] has quit [Read error: Operation timed out] 20130623 22:30:51< fendrin> Espreon: Some of them are BE ---> AE. I wasn't sure about what we shall use. 20130623 22:31:37< Espreon> Eh, meh, blegh. 20130623 22:35:09-!- mcwise [~mcwise@129.13.125.211] has joined #wesnoth-dev 20130623 22:35:25< irker556> wesnoth: fendrin wesnoth-old:master d58ccf / src/ (55 files in 13 dirs): More spelling fixes :-P http://git.io/O-osSQ 20130623 22:35:46< fendrin> Espreon: ^ 20130623 22:36:01< Espreon> Ummm... in src/config.cpp you changed "overzealous reinterpretation" to "overzealous reinterpretations" ... the former is fine and is part of a quote, so blegh. 20130623 22:36:11< Espreon> http://gna.org/bugs/?19201 20130623 22:38:18< Espreon> fendrin: In src/font.cpp "in-between" should be "in between" 20130623 22:38:53< fendrin> Espreon: Really? I looked this up at http://dict.leo.org 20130623 22:39:19< Espreon> It's being used as an adverb, so it should be "in between" rather than "in-between" 20130623 22:39:58< Espreon> Also, you didn't change "if there is some" to "if there are some" 20130623 22:40:52< Espreon> That's grammar, but you should have changed it anyway. 20130623 22:41:05< fendrin> I see. 20130623 22:41:30< fendrin> If you want me to correct all this, I need the filenames, and some line numbers. 20130623 22:41:39< Espreon> So yeah, "in between" is an adverb/preposition and "in-between" is an adjective. 20130623 22:41:42< Espreon> OK. 20130623 22:41:54< Espreon> fendrin: src/font.cpp line 131 20130623 22:41:55< bumbadadabum> I noticed something tiny 20130623 22:42:02< bumbadadabum> the Ranger uses dagger sounds 20130623 22:42:08< bumbadadabum> is this intended? 20130623 22:42:27< Espreon> fendrin: src/config.cpp 181 20130623 22:44:29< Espreon> fendrin: "thus far" (rather than "thusfar") would be fine in src/game_events.cpp line 229, but "so far" is fine too, so whatevz. 20130623 22:44:57< fendrin> Espreon: And "thusfar"? That was wrong? 20130623 22:45:38< fendrin> bumbadadabum: I guess it is an error. The trapper, from which the Ranger advances from is using a dagger. Looks like a copy and paste error. 20130623 22:45:50< Espreon> fendrin: Yes, "thusfar" is wrong. 20130623 22:46:01< Espreon> fendrin: Also, both "kludgy" and "kludgey" are fine. 20130623 22:46:16< bumbadadabum> Espreon: Want to commit a fix? 20130623 22:46:23< bumbadadabum> I'll give you a cookie 20130623 22:46:35< fendrin> bumbadadabum: Want to make a git pull request? 20130623 22:46:50< bumbadadabum> fendrin: For a few characters in a file? 20130623 22:46:53< Espreon> bumbadadabum: Eh, too lazy. 20130623 22:46:57< Espreon> Sorry. 20130623 22:46:59< fendrin> bumbadadabum: Sure, why not. 20130623 22:47:08< bumbadadabum> I'll have to figure out how 20130623 22:48:00< fendrin> bumbadadabum: Well, for that only fix it is a lot of extra work. But then you can deliver us with more useful fixes easily. 20130623 22:48:23< bumbadadabum> I'll figure it out 20130623 22:48:38< fendrin> bumbadadabum: And that will lead to you being given the developer rank, after some of them. 20130623 22:49:05< Espreon> Hmmmm... blegh to lines 792 through 794 in src/terrain_translation.cpp 20130623 22:49:07< bumbadadabum> fendrin: I think these kind of fixes won't give me the rank 20130623 22:49:09< Espreon> Lots of mistakes. 20130623 22:49:17< bumbadadabum> I'm changing around 10 characters 20130623 22:49:17< Espreon> I'll have to smack the one who wrote it. 20130623 22:49:31< Espreon> "Its analysis are wrong" ... my God... 20130623 22:50:11< fendrin> bumbadadabum: Well, we have a German saying: Kleinvieh macht auch Mist. 20130623 22:50:31< bumbadadabum> I'm not producing poop here 20130623 22:50:42< bumbadadabum> I'm actually helping the project 20130623 22:50:44< irker556> wesnoth: Adrián Chaves Fernández (Gallaecio) wesnoth-old:master c853fb / po/wesnoth-utbs/gl.po: [Galician Translation] Further progress in Under the Burning Suns. http://git.io/Bs8OvQ 20130623 22:50:46< irker556> wesnoth: Alexander van Gessel wesnoth-old:master 8c9e80 / src/about.cpp: Don't leak busy cursors http://git.io/yl5nmA 20130623 22:50:48< irker556> wesnoth: Adrián Chaves Fernández (Gallaecio) wesnoth-old:master ab9fea / po/wesnoth-utbs/gl.po: [Galician Translation] Further progress in Under the Burning Suns. http://git.io/0zO1Tw 20130623 22:50:50< irker556> wesnoth: Alexander van Gessel wesnoth-old:master 49f958 / po/wesnoth-utbs/gl.po: Merge branch 'gl' of git://github.com/Gallaecio/wesnoth-old into master http://git.io/61u0Mg 20130623 22:50:52< irker556> wesnoth: Alexander van Gessel wesnoth-old:master d682f7 / / (110 files in 17 dirs): Merge branch 'master' of github.com:wesnoth/wesnoth-old http://git.io/t7JeEg 20130623 22:51:06< Espreon> fendrin: If you see space before exclamation points in comments, like in src/tstring.hpp, be sure to get rid of it. 20130623 22:51:12< Espreon> fendrin: ... it's not acceptable in English. 20130623 22:51:17< bumbadadabum> fendrin: It can't be done from the command line... 20130623 22:51:52< Espreon> fendrin: This goes for question marks, colons, ... too. 20130623 22:51:55< fendrin> bumbadadabum: That is right, iirc. It is github webfrontend thing. 20130623 22:51:58< Espreon> So, the following are wrong: 20130623 22:51:59< bumbadadabum> Espreon: Is github on Entropy? 20130623 22:52:06< Espreon> bumbadadabum: Whaaaaa? 20130623 22:52:15< bumbadadabum> I need the github app 20130623 22:52:16< Espreon> "Buy the following : carrots, ..." 20130623 22:52:24< Espreon> bumbadadabum: equo search for it. 20130623 22:52:31< Espreon> ... "Did you kill him ?" 20130623 22:52:35< Espreon> "Kill him !" 20130623 22:52:36< Espreon> All wrong. 20130623 22:52:50< fendrin> I see . 20130623 22:53:08< Espreon> Sigh. 20130623 22:53:25-!- knotwork [~markm@unaffiliated/knotwork] has quit [Read error: Operation timed out] 20130623 22:54:17< Espreon> fendrin: All instances of "multi-player" can be changed to "multiplayer", BTW. 20130623 22:54:58< bumbadadabum> yay, this GUI is segfaulting... 20130623 22:55:10-!- Gallaecio [~quassel@84.120.219.21.dyn.user.ono.com] has quit [Remote host closed the connection] 20130623 22:55:14< Espreon> Yay! 20130623 22:56:06< fendrin> bumbadadabum: No way! 20130623 22:57:49< Espreon> fendrin: In src/gui/auxilliary/canvas.hpp, I suppose they wanted "temporarily"; if they did want something that meant "for a limited amount of time", "temporarily" would indeed be better than "temporally" 20130623 22:58:41< fendrin> Espreon: What is "temporally" being used for? 20130623 22:59:23< Espreon> Line 18... not sure. 20130623 22:59:35< Espreon> I think they want something that means "for a limited amount of time", but I have no idea! 20130623 22:59:55< Espreon> Wait./ 20130623 22:59:57< Espreon> No. 20130623 23:00:03< Espreon> I think they want "temporary". 20130623 23:00:08< Espreon> As in the images. 20130623 23:00:18< Espreon> ... but I dunno! 20130623 23:00:19< Espreon> LOL 20130623 23:01:02< bumbadadabum> Ok I can't figure this out 20130623 23:01:08< Espreon> fendrin: Am I making sense to you? 20130623 23:01:42< Espreon> fendrin: src/gui/auxilliary/event/distributor.hpp, "each others" should be "each others' 20130623 23:01:49< Espreon> *"each others'" 20130623 23:01:52< fendrin> Espreon: Yes, that variable is only used as a temp. Thus temporarily should be fine. 20130623 23:02:44< Espreon> fendrin: Eh, but again, I believe they're describing the images. 20130623 23:02:52< Espreon> ... if they ARE describing the images, then "temporary" 20130623 23:02:55< Espreon> not "temporarily" 20130623 23:03:03< Espreon> But I dunno what that thing's doing. LOL 20130623 23:05:46< Espreon> fendrin: src/gui/auxilliary/window_builder.hpp, you shouldn't have capitalized the "i" in "instantiate" 20130623 23:05:51< Espreon> Line 111, BTW. 20130623 23:07:13< Espreon> fendrin: src/gui/dialogs/lobby_main.hpp line 286, "iff" should be "if" 20130623 23:08:03< _8680_> ? 20130623 23:08:23 * Espreon shrugs 20130623 23:08:27-!- knotwork [~markm@142.68.210.209] has joined #wesnoth-dev 20130623 23:08:28-!- knotwork [~markm@142.68.210.209] has quit [Changing host] 20130623 23:08:28-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20130623 23:08:50< Espreon> I call BS on all that stuff, but whatevz. 20130623 23:09:34< Espreon> I guess the target audience will be familiar with it, so if they really meant "iff", then I guess it's fine. 20130623 23:14:45< Espreon> fendrin: src/gui/widgets/debug.cpp 126: "eventhough" should be "even though" 20130623 23:14:52< Espreon> 153 too 20130623 23:16:48< fendrin> Espreon: _8680_ is right there, that is the logical iff. 20130623 23:17:21< Espreon> OK, then keep it or expand it. 20130623 23:17:45< fendrin> Espreon: It is fine. Coders should know about it. 20130623 23:17:49< Espreon> OK. 20130623 23:37:48< shadowm> flix: I'm not entirely sure either. I only know I had one instance of it in my own unreleased code. 20130623 23:40:34-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130623 23:40:44< shadowm> Espreon, LordBob_, fendrin, Gallaecio: Here's what I think: Eloh is consistently referred using the female pronoun set, therefore she's female, end of story. 20130623 23:41:07< Espreon> Yes. 20130623 23:41:16< jetrel_laptop> Yeah, I mean, sheesh 20130623 23:41:32< AI0867> was that even a question? 20130623 23:41:37< Espreon> Apparently so. 20130623 23:41:41< fendrin> Damn, I would have loved to see the portrait from LordBob_... 20130623 23:41:45< Espreon> Sigh. 20130623 23:41:46< AI0867> the question was whether we should refer to her as 'goddess' rather than 'god' 20130623 23:41:52< shadowm> fendrin: And you are terrible person. 20130623 23:41:56< shadowm> *a terrible 20130623 23:42:13< jetrel_laptop> Both would be fine - english is gradually shifting to being completely de-gendered. 20130623 23:42:14< AI0867> in languages where gender is built into nouns and such, that makes sense 20130623 23:42:18< shadowm> AI0867: I tend to agree with what jamit said about 'god' being used in a more generic fashion. 20130623 23:42:29< AI0867> but indeed, in english, that's not as automatic 20130623 23:42:38< shadowm> I'm not completely sure, of course, since I'm not qualified to be the grammar lawyer here. 20130623 23:42:40< AI0867> exactly 20130623 23:42:55< jetrel_laptop> Yeah - in english, it's not weird to call a goddess a "god". 20130623 23:43:15< Espreon> Indeed. 20130623 23:43:18< AI0867> 'goddess' would mean you're explicitly calling attention to her being female 20130623 23:43:21< LordBob_> Aw, damn. Here I was, ready to portray her Frank'N'furter style :p 20130623 23:44:02< fendrin> LordBob_: Yes! 20130623 23:44:04< jetrel_laptop> Yeah, which in the case of divine beings, is often a thing. 20130623 23:44:23< fendrin> shadowm: I am trying hard to be :-) 20130623 23:44:28< jetrel_laptop> Many goddesses are gods of overtly feminine things 20130623 23:44:58< fendrin> LordBob_: I am throwing the rice. 20130623 23:45:21< LordBob_> fendrin: Ok then, that's settled. Let's add Frank'N Furter elves to the list of UtBS changes :p 20130623 23:45:25 * LordBob_ runs for cover 20130623 23:46:19< fendrin> :-) 20130623 23:47:44< AI0867> jetrel_laptop: plenty of them, yes. Others, not so much, and I think eloh is established as more of a generic god, possibly focused more on battle (zhangor and all that) 20130623 23:49:51< fendrin> I like especially those goddesses with multiple sets of breasts. http://upload.wikimedia.org/wikipedia/commons/b/b7/Artemis_Ephesos.JPG 20130623 23:51:32< fendrin> LordBob_: ^ So if you take a shot on Eloh... 20130623 23:52:56< LordBob_> 8) Nothing's ever going to be the same for young Kaleh... 20130623 23:53:12< fendrin> I guess he will be worshiping all day... 20130623 23:55:26< fendrin> No wonder he has these dreams. 20130623 23:55:47-!- mattsc [~mattsc@d154-20-34-165.bchsia.telus.net] has joined #wesnoth-dev --- Log closed Mon Jun 24 00:00:00 2013