--- Log opened Fri Jul 12 00:00:37 2013 20130712 00:14:45-!- jetrel_laptop [~jetrel_la@67-6-124-223.mpls.qwest.net] has quit [Quit: jetrel_laptop] 20130712 00:20:39-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20130712 01:04:06-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20130712 01:14:13-!- bumbadadabum [~bumba@ALyon-654-1-224-225.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 248 seconds] 20130712 01:28:57-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 264 seconds] 20130712 01:31:21-!- flix1 [~flix@91-66-31-1-dynip.superkabel.de] has joined #wesnoth-dev 20130712 01:31:22-!- flix [~flix@91-66-31-1-dynip.superkabel.de] has quit [Quit: Leaving.] 20130712 01:42:43-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130712 01:47:01-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: ttyl] 20130712 02:32:14-!- Blueblaze [~Blueblaze@ip68-3-135-148.ph.ph.cox.net] has quit [Quit: Blueblaze] 20130712 02:36:51-!- Laela [50eb531b@gateway/web/freenode/ip.80.235.83.27] has quit [Ping timeout: 250 seconds] 20130712 03:32:28-!- LordBob_ [~LordBob_@2a01:e34:ee82:47e0:21e:c2ff:fe01:261f] has quit [Quit: LordBob_] 20130712 03:40:25-!- Blueblaze [~Blueblaze@ip68-3-135-148.ph.ph.cox.net] has joined #wesnoth-dev 20130712 03:46:37-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20130712 04:06:21-!- kex [~kex@89.205.70.185] has quit [Remote host closed the connection] 20130712 04:06:30-!- groggy [43eeb6a0@gateway/web/freenode/ip.67.238.182.160] has joined #wesnoth-dev 20130712 04:07:17< irker559> wesnoth: Groggy Dice wesnoth-old:1.4-lint b4f3c7e00ccd / data/tools/wmllint: fix typo that prevented firststrike from being upconverted http://git.io/_4sgTA 20130712 04:19:36< shadowm> groggy: What's that branch about? 20130712 04:23:47< groggy> shadowm: because esr dropped support for pre-1.4 campaigns in wmllint, you're supposed to use 1.4 wmllint to upgrade them to 1.4, then upgrade them with the current wmllint 20130712 04:24:14< groggy> unfortunately, it has a bunch of bugs that aren't fixed because it's so old 20130712 04:24:52< groggy> also, a couple of additional features I'd like it to have 20130712 04:24:53< shadowm> Does that mean 1.4-lint's ancestor is 1.4? 20130712 04:25:20< groggy> yes 20130712 04:27:27< groggy> my plan was to fix bugs on the 1.4 branch and then add features on the new branch 20130712 04:27:50< groggy> but i ended up just pushing the new branch so far 20130712 04:28:11< shadowm> Okay. 20130712 04:33:23-!- flix [~flix@91-66-31-1-dynip.superkabel.de] has joined #wesnoth-dev 20130712 04:33:23-!- flix1 [~flix@91-66-31-1-dynip.superkabel.de] has quit [Ping timeout: 240 seconds] 20130712 04:33:24< groggy> adios 20130712 04:33:30-!- groggy [43eeb6a0@gateway/web/freenode/ip.67.238.182.160] has left #wesnoth-dev [] 20130712 04:37:16-!- shadowm_desktop 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#wesnoth-dev 20130712 10:25:00-!- wesbot [~wesbot@wesnoth/bot/wesbot] has joined #wesnoth-dev 20130712 10:25:49-!- bumbadadabum [~bumba@ALyon-654-1-368-193.w92-157.abo.wanadoo.fr] has quit [Quit: Konversation terminated!] 20130712 10:29:13-!- Octalot [~noct@host86-147-145-48.range86-147.btcentralplus.com] has joined #wesnoth-dev 20130712 10:32:17-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20130712 10:45:23-!- rei4dan [~reinis@46.109.154.128] has quit [Ping timeout: 240 seconds] 20130712 10:50:19-!- rei4dan [~reinis@46.109.154.128] has joined #wesnoth-dev 20130712 10:58:59< trademark_> AI0867, or loonycyborg does Wesnoth supports TAR read/write operation? I just found support for .gz and .bz2 20130712 11:07:33< shadowm> trademark_: No. 20130712 11:08:17-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20130712 11:11:29< trademark_> shadowm, hmm ok, so I should implement one myself? Or maybe use a system call/python script? 20130712 11:12:09< shadowm> I don't really know what you are doing so I can't really provide any useful advice on the matter. 20130712 11:17:26< trademark_> recieving tarball from the network 20130712 11:18:52< trademark_> but I just answered my question myself... I must implement one's myself 20130712 11:20:47< trademark_> hmm but in a first time I'll do a system call ;-) 20130712 11:35:46-!- horon [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20130712 11:41:00-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20130712 12:10:52-!- Jetrel_new_ [~richard_k@c-75-73-182-0.hsd1.mn.comcast.net] has joined #wesnoth-dev 20130712 12:11:11-!- zookeeper2 [~lmsnie@87-100-235-173.bb.dnainternet.fi] has joined #wesnoth-dev 20130712 12:12:10< fabi_> trademark_: can you tell me more about the tar thing? 20130712 12:12:59-!- horon_ [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20130712 12:14:14< fabi_> thunderstruck, Crab_: Do you have some minutes? 20130712 12:14:30< Crab_> fabi_: yes 20130712 12:15:54< thunderstruck> fayes 20130712 12:15:57< thunderstruck> fabi_: yes 20130712 12:16:05< fabi_> I would like to discuss how editor made maps can be used in the create screen. 20130712 12:16:33< fabi_> Currently, editor made maps are just on top of the mp scenario list, right? 20130712 12:17:17< thunderstruck> No. Now there is a separation option for them accessible from combo box. 20130712 12:17:39< thunderstruck> And option is available only if there is at least one map. 20130712 12:17:42< fabi_> thunderstruck told me he will support different type of mp games thus the user made maps have their own item. 20130712 12:17:56< thunderstruck> a separate option* 20130712 12:18:01-!- boucman_work1 [~rosen@193.56.60.160] has joined #wesnoth-dev 20130712 12:18:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20130712 12:18:14-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 276 seconds] 20130712 12:18:14-!- Jetrel_new [~richard_k@c-75-73-182-0.hsd1.mn.comcast.net] has quit [Ping timeout: 276 seconds] 20130712 12:18:14-!- horon [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Ping timeout: 276 seconds] 20130712 12:18:14-!- Jetrel_new_ is now known as Jetrel_new 20130712 12:19:08< fabi_> The new editor saves the pure map in a file, using the same map format as ever. 20130712 12:19:12< thunderstruck> fabi_: https://dl.dropboxusercontent.com/u/36902762/create_campaign.png 20130712 12:19:18< thunderstruck> fabi_: wrong link.. 20130712 12:19:29< thunderstruck> fabi_: https://dl.dropboxusercontent.com/u/36902762/create_options.png 20130712 12:19:41< fabi_> Nice 20130712 12:20:01< thunderstruck> fabi_: SP Campaigns visible with "--debug" as you suggested. 20130712 12:20:25< Crab_> fabi_: so, there's a drop-down there so we can put some more types of games while keeping the interface the same. that dropdown is not intuitive (you need to figure it out that the button is in fact a drop-down list), but that's minor, for now, it can be changed later. 20130712 12:20:43< fabi_> yeah 20130712 12:21:36< fabi_> If you use the editor to produce a scenario that is more than a pure map, the editor saves all extra wml information in an additional file. 20130712 12:22:21< thunderstruck> fabi_: And who uses that information? 20130712 12:22:31< fabi_> Currently: Nobody 20130712 12:22:48< fabi_> You need to include the wml manually with preprocessor commands. 20130712 12:23:06< fabi_> For example. 20130712 12:23:13< fabi_> That is why I ask. 20130712 12:23:51< fabi_> Can user made scenarios have their own option in the drop down to start them like normal scenarios? 20130712 12:25:35< thunderstruck> Is user made scenario = [user map].map + [user map].cfg? 20130712 12:25:43< fabi_> yes 20130712 12:26:01< fabi_> But I can save the map to use in the cfg file. 20130712 12:26:29< fabi_> Meaning, the multiplayer setup code already supports a map= attribute. 20130712 12:28:28< thunderstruck> fabi_: It should be quite simple to do, if you would tell me what [user map].cfg needs to become a valid scenario. [multiplayer] tags with name, id etc? 20130712 12:30:12< fabi_> thunderstruck: I think you need to parse the file and just use the content instead of the multiplayer default cfg that is used for a pure map. 20130712 12:30:34< fabi_> thunderstruck: If anything is still missing to make it start I will add the information from out of the editor. 20130712 12:31:17< thunderstruck> fabi_: ok, I will work on this. 20130712 12:32:09< fabi_> thunderstruck: Cool, I will add the map= attribute to the editor output soon, that should give you test cases. 20130712 12:32:41< trademark_> fabi_, When a user wants to upload an UMC, the UMC is compressed (or simply packed into a tar) to be sent over the network, so I must uncompressed (or unpack) it to read and verify stuffs 20130712 12:33:23< thunderstruck> fabi_: and I also should add some filter to not display [user map].cfg in "User Maps". 20130712 12:34:42< fabi_> thunderstruck: Indeed 20130712 12:35:16< thunderstruck> fabi_: it seems that read_map function does not care whether the file is actually a map. 20130712 12:35:17< fabi_> trademark_: I see. You really want to use a system call directly? 20130712 12:36:40< fabi_> thunderstruck: Yes, currently the scenario cfg files are visible in the create dialog's list but don't work. 20130712 12:37:30< thunderstruck> fabi_: I think all the files inside /editor/maps/ would be visible there. 20130712 12:37:46< fabi_> yes 20130712 12:38:25< thunderstruck> fabi_: just found a new bug: if you put an empty file in /editor/maps, the checks for valid map will fail and you will proceed to mp::configure. 20130712 12:38:34< fabi_> hehe 20130712 12:38:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130712 12:41:04< thunderstruck> fabi_: So, I am thinking about doing try { new gamemap(map_data) } } catch {} during a levels initialization phase. 20130712 12:41:24< thunderstruck> fabi_: All failed maps would not simply go to the user maps list. 20130712 12:41:37< thunderstruck> And errors could be displayed in the dialog. 20130712 12:42:28< thunderstruck> Ahh.. but nobody want to see errors for those .cfgs. 20130712 12:42:35< fabi_> yes 20130712 12:43:12< fabi_> thunderstruck: You could also search for a map= attribute in the file. 20130712 12:43:22< thunderstruck> fabi_: Ok. Luckily, I can catch incorrect_map_format_error. 20130712 12:43:39< thunderstruck> If I catch it, I know that it was supposed to be a map. 20130712 12:43:46< thunderstruck> And I can show error msg. 20130712 12:43:50< thunderstruck> If not, just ignore it. 20130712 12:44:03< fabi_> Oh yes, that sounds like a good plan. 20130712 12:44:09< thunderstruck> If it was different error - ignore it( 20130712 12:44:39-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 260 seconds] 20130712 12:45:07< thunderstruck> Crab_: you still have some time? 20130712 12:48:44-!- zookeeper2 is now known as zookeeper 20130712 12:48:46-!- zookeeper [~lmsnie@87-100-235-173.bb.dnainternet.fi] has quit [Changing host] 20130712 12:48:46-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20130712 12:50:19< trademark_> fabi_, no but it simpler in a first time and very less time consuming 20130712 12:50:55< trademark_> fabi_, I'll implement a stream-based tar reader/writer when I'll have some time 20130712 12:51:41< fabi_> trademark_: Can't it be done just by using a library? 20130712 12:55:57< trademark_> I'm not sure if there is library which directly read into a stream 20130712 12:56:18< trademark_> whatever mordante is not often agree to add dependencies, so I prefer to avoid them... 20130712 12:57:13< fabi_> Well, in that case it seems like the best solution for me. 20130712 12:58:30< trademark_> fabi_, which ones? 20130712 12:58:41< fabi_> to use a library 20130712 13:03:28< trademark_> ok, I'll ask mordante 20130712 13:05:33-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20130712 13:42:24-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Quit: DCW] 20130712 14:17:26-!- Laela [50eb531b@gateway/web/freenode/ip.80.235.83.27] has joined #wesnoth-dev 20130712 14:22:22< Crab_> thunderstruck: now, yes 20130712 14:31:24< thunderstruck> Crab_: what did you mean by "create game" in your email? 20130712 14:31:42< Crab_> thunderstruck: I meant the user spending time in the initial mp::create dialog 20130712 14:32:51-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20130712 14:34:31-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Client Quit] 20130712 14:38:12< thunderstruck> Crab_: Ok. So I will probably start by moving the code to set the initial level config and apply mods/eras to some class so that I could use it to get a right config every time mp:connect should be opened. 20130712 14:39:48< thunderstruck> Crab_: and maybe that class could also handle when data is sent and received, because now it is done in two places: mp::connect and play_game. 20130712 14:40:52< thunderstruck> Crab_: so, if it would be possible to go back to mp::connect after each scenario, it would be a bit tricky how to send a data. 20130712 14:41:29< Crab_> ok, then mp::connect would use this class to send the diffs? 20130712 14:41:50< Crab_> since player need to see the changes made by other players, inside the dialog 20130712 14:42:25< thunderstruck> Crab_: I'm not sure yet, but I'm thinking that it should do whole send/receive with mp::wait using some manager class. 20130712 14:42:43< Crab_> good 20130712 14:45:11< thunderstruck> That should also help later to merge mp::connect and mp::wait. 20130712 14:47:30< thunderstruck> By the way, fabi recommended to display mp::connect only for scenarios with "allow_new_game=yes". 20130712 14:49:43< Crab_> thunderstruck: you mean, change the default value from "yes" to "no"? (it is documented as "yes" by default) 20130712 14:50:22< Crab_> or make it 'default "yes" for [multiplayer], default "no" for [scenario] ? 20130712 14:50:39< thunderstruck> Crab_: No. I mean that if after scenario is played, the next scenario has that attribute with "no", mp::connect should not be displayed. 20130712 14:51:01< Crab_> ah, I see 20130712 14:51:08< Crab_> makes sense 20130712 14:54:22< thunderstruck> Crab_: So, it seems that save/restore issues will be left for the end of the project if I am working on this now? 20130712 14:54:53< thunderstruck> (I think my proposal said that it is going to be done about now) 20130712 14:55:51< Crab_> You're actually somewhat dealing with save/restore issues right now - since ' code to set the initial level config and apply mods/eras to some class so that I could use it to get a right config' part would be also used for loading saves 20130712 14:56:22< thunderstruck> Yes, I was thinking the same, but I just touching them a bit now. 20130712 14:56:44< Crab_> it would still make you familiar with the code, which would help later 20130712 14:57:14< thunderstruck> It's just that I don't really have an idea yet, how long it will take to deal with save/restore part. 20130712 14:57:32< Crab_> It might be useful to spend some extra time trying to collect some example issues 20130712 14:57:50< thunderstruck> I've started doing that. 20130712 14:58:02< Crab_> is there a forum thread or something like that? 20130712 14:58:03< thunderstruck> I've already got some suspicions where some things fail. 20130712 14:58:13< thunderstruck> It is, but the thread is very old. 20130712 14:58:50< Crab_> I think that most of the MP savegame parts would be relatively easy to fix if you'll do everything else 'in the right way'. 20130712 14:59:16< Crab_> usually, first you have to figure out if the savegame is 'correct' or not - e.g. is error during save, or during load 20130712 15:00:12< Crab_> The information you need for save or load would be available (either in the save, if it's about loading; or in the game state, if it's about saving) 20130712 15:00:18< thunderstruck> Yes, there are some obvious problems like: the non-host player reloads the game, but the he/she doesn't have that campaign installed. 20130712 15:00:47< Crab_> Your initialization code should catch this, right? 20130712 15:01:56< Crab_> (if the save contains all the info needed to figure out what campaigns/mods/eras are required to play it, then it's a load problem; if the save doesn't contain all the info yet, it's also a save problem, which should be fixed first) 20130712 15:02:39< thunderstruck> That's true. 20130712 15:02:47< thunderstruck> What "initialization code" are you talking about? 20130712 15:06:21< Crab_> as I understand, mp::create is supposed to tell the metadata about the game - which "scenario/campaign/random map/... + mods/eras/... or loaded game" would be played. then, we need to assemble the game config and the level config, and maybe pass them to mp::connect to allow the players to select sides. that 'assembly the configs' part is currently done in several places, in particular in mp::connect, in "the code to set the initial level config an 20130712 15:06:24< Crab_> d apply mods/eras" that you've referred to earlier. 20130712 15:07:19< Crab_> so, if you're going to extract it to be in a single place, it might be a good idea to add extra checks in there to catch things like 'oh, we need this mod/era/... but we don't have it' 20130712 15:07:42< thunderstruck> Ahh, so you are speaking about mp_game_settings? 20130712 15:09:45< thunderstruck> 'Cause that how mp::create/mp::configure tells to mp::connect what was selected. 20130712 15:10:15< Crab_> apart from this, there's also some code in multiplayer_connect::load_game() that should be done outside 20130712 15:10:52< thunderstruck> Crab_: yes, as you suggested, it should be moved somewhere else. Possible to a new class I will introduce. 20130712 15:10:59< thunderstruck> Possibly* 20130712 15:11:23< Crab_> it would be a good place to do all the proper sanity checks 20130712 15:14:46< Crab_> e.g. imagine having one function, you enter it knowing everything that was selected in mp::create, and you exit it knowing the game config and the level config 20130712 15:15:05< Crab_> it is easy to track bugs - you just log the 'before' + 'after' configs, and see if the bug if before, after, or inside 20130712 15:15:34< Crab_> and then mp::connect would just do small changes (like selecting sides/leaders) 20130712 15:15:53< Crab_> and in SP, there's no need to display the mp::connect dialog 20130712 15:16:12< Crab_> or, as fendrin proposed, before scenarios which don't have allow_new_game 20130712 15:19:17< vultraz> Question: if all scenarios of campaigns can be accessed from the mo create dialog unless allow_new_game=no, then what happens to sp campaigns? would all scenarios of those be accessible? or will allow_new_game only matter if type=hybrid or mp? 20130712 15:19:53< thunderstruck> Crab_: Yes, I agree with you. 20130712 15:20:08-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130712 15:21:01< thunderstruck> vultraz: latter one. 20130712 15:21:11< Crab_> thunderstruck: In the future, it might also need to pop up other small dialogs - e.g. "ok, it seems that this campaign has 4 starting scenario and 20 custom options - let's pop up a dialog to allow the user(s) to select them" 20130712 15:21:32< thunderstruck> vultraz: Unless you mean SP campaigns played in MP. 20130712 15:21:59< vultraz> I mean sp played in mp 20130712 15:22:11< Crab_> thunderstruck: since, as I understand, mp::create is only supposed to get access to data not hidden behind a campaign define 20130712 15:22:29< Crab_> thunderstruck: so, all further customizations (mp::connect being just one example) would be done later. 20130712 15:22:30< thunderstruck> In that case, they will work the same way as mp campaigns. 20130712 15:23:08< thunderstruck> The idea what the campaigns syntax is the same and they could be used as both as sp and mp. 20130712 15:23:15< thunderstruck> And sorted using type attribute. 20130712 15:23:23< vultraz> thunderstruck: so all campaigns no matter what type should use allow_new_game? 20130712 15:23:40< thunderstruck> allow_new_game is for scenarios. 20130712 15:24:07< vultraz> er, scenarios in all campaigns* 20130712 15:24:44< thunderstruck> Currently, allow_new_game attribute's default value is "yes" 20130712 15:24:55< thunderstruck> so SP campaign's scenarios would use that value 20130712 15:25:10< thunderstruck> and it means that mp::connect would be displayed after each one of them. 20130712 15:26:03< thunderstruck> Crab_: yes, mp::create is supposed to access just scenario/campaign metadata (more or less) 20130712 15:26:20< thunderstruck> but mp::configure has access to a full config of a game. 20130712 15:26:47< thunderstruck> but it uses only a first scenario 20130712 15:27:08< Crab_> mp::configure ? 20130712 15:27:45< thunderstruck> Crab_: Yes, the mp::create was divided into mp::create and mp::configure by lipkab. 20130712 15:27:51< thunderstruck> I thought you know that. 20130712 15:28:56< Crab_> no, I haven't :) 20130712 15:29:25< thunderstruck> Anyway, it is nothing fancy. 20130712 15:29:41< thunderstruck> Just a screen for options for a mp scenario. 20130712 15:29:43< Crab_> I know about the options manager 20130712 15:29:55-!- Blueblaze [~Blueblaze@ip68-3-135-148.ph.ph.cox.net] has joined #wesnoth-dev 20130712 15:30:05< thunderstruck> By options, I mean just options, not the OptionsWML. 20130712 15:30:32< thunderstruck> OptionWML* 20130712 15:30:54< Crab_> the dialog in src/mp_options.?pp ? 20130712 15:31:16< thunderstruck> Crab_: no, it is multiplayer_configure.*pp 20130712 15:32:44< Crab_> thunderstruck: where it is? it is not in master? 20130712 15:33:02< thunderstruck> Crab_: Not yet. 20130712 15:33:11< Crab_> ok, that's probably why I haven't seen it. 20130712 15:34:36< thunderstruck> I'm quite sure I've mentioned it to you. 20130712 15:34:51< thunderstruck> You can see it in my fork's branch. 20130712 15:35:13< Crab_> ok 20130712 15:35:13< thunderstruck> And also if you have my code compiled, you can play test it. 20130712 15:35:43< Crab_> I'll check it out. 20130712 15:35:58< thunderstruck> I did just one modification to that screen. 20130712 15:36:10< thunderstruck> I've added a combo box to select an entry point for a campaign. 20130712 15:39:02< thunderstruck> This mp::configure screen will serve nicely when it will be possible to go back to mp::connect after scenario. I'm thinking about adding a button to mp::scenario "Change settings" or something which would go to mp::configure and would let to modify all the settings for a scenario. 20130712 15:39:26< thunderstruck> s/mp::scenario/mp::connect 20130712 15:39:45-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 264 seconds] 20130712 15:40:06< thunderstruck> So, that's might be a more generic options than an extra dialog. 20130712 15:40:25< thunderstruck> Of course, it would require to adjust configure and connect. 20130712 15:40:47< Crab_> yes, such a button would make sense - we don't want to display 2-3 dialogs where user might want to change something, it's better to show one dialog with buttons to do to other places 20130712 15:41:33< Crab_> but note that changing the settings might make some mp::connect choices not valid 20130712 15:41:55< Crab_> e.g. if we change the era the units might change and leaders might no longer be valid 20130712 15:42:11< Crab_> also note that some of the old units might be present in carryover info 20130712 15:42:22< Crab_> so, changing settings mid-game is tricky 20130712 15:43:16< thunderstruck> Crab_: mp::configure only deals with a settings for some particular scenario. 20130712 15:43:38< thunderstruck> while mp::create chooses a scenario/campaign/.. and mods, eras 20130712 15:44:34< Crab_> I was thinking of changing the difficulty between scenarios - it's something that is usually possible to do without big problems even if done mid-campaign 20130712 15:46:19< Crab_> but yes, you're right, if we're dealing with only settings for some particular scenario which don't affect available units and number of sides, then it's safe 20130712 15:56:53-!- balrog [~balrog@discferret/developer/balrog] has quit [Ping timeout: 248 seconds] 20130712 15:58:41-!- mattsc [~mattsc@216.13.187.190] has joined #wesnoth-dev 20130712 15:59:04-!- balrog [~balrog@discferret/developer/balrog] has joined #wesnoth-dev 20130712 16:15:31-!- kex [~kex@89.205.70.185] has joined #wesnoth-dev 20130712 16:22:12-!- mattsc [~mattsc@216.13.187.190] has quit [Quit: Computer taking a nap] 20130712 16:24:10< thunderstruck> Crab_: do you know why level data in mp gets a hash? 20130712 16:26:22< Crab_> thunderstruck: In what place in the code? (I might be talking about something else, so, if I'm talking about something else, point me to the place in the code where that happens). We wanted to make sure that the clients start the game with the same 'game position', so we need to check their idea of level data to see if it's equal to other clients. to make it faster, use a hash which is easier to transmit over the network. 20130712 16:27:54< thunderstruck> Crab_: it is done inside mp::create and in mp::connect during the initial config is set https://github.com/thunders/wesnoth-old/blob/gsoc-milestone2/src/multiplayer_connect.cpp#L1743 20130712 16:28:42< thunderstruck> Crab_: I think you are talking about the right thing. 20130712 16:29:01< thunderstruck> At least it makes sense. 20130712 16:30:01< thunderstruck> Crab_: another things: is there some special reason to explicitly pass the number of turns in multiplayer.*pp? 'Cause I don't see it and I want to get rid of that thing. 20130712 16:30:07< thunderstruck> another thing* 20130712 16:32:00< Crab_> my guess 'someone wanted to set the number of turns to a value different from the value in scenario config, so he had to pass both the scenario config and the number of turns to mp::connect for it to combine' 20130712 16:32:15< Crab_> so, drop it, you way of doing it is better 20130712 16:32:42< thunderstruck> ok. Thanks! 20130712 16:33:28< Crab_> e.g. when someone hasn't known exactly what happens to the scenario config, he thought that it's easier to just pass the number of turns explicitly 20130712 16:34:25< thunderstruck> well, num of turns should be moved with everything else to mp_game_settings 20130712 16:35:02< thunderstruck> and they might not match the turns in scenario config, because user might choose the num of turns value using a slider in mp:configure 20130712 16:41:28< Crab_> yes; it'll match one of (mp_game_settings, scenario_config) 20130712 16:47:54-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20130712 16:48:54-!- jetrel_laptop [~jetrel_la@184-100-91-191.mpls.qwest.net] has joined #wesnoth-dev 20130712 16:53:09-!- Octalot [~noct@host86-147-145-48.range86-147.btcentralplus.com] has quit [] 20130712 16:55:05-!- Octalot [~noct@host86-147-145-48.range86-147.btcentralplus.com] has joined #wesnoth-dev 20130712 17:02:19-!- Crab_ [Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20130712 17:09:42-!- EliDupree [~quassel@66-189-34-122.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20130712 17:21:22-!- love1cat [~Adium@c-67-189-150-164.hsd1.ct.comcast.net] has joined #wesnoth-dev 20130712 17:23:20-!- horon_ [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20130712 17:24:37-!- flix [~flix@91-66-31-1-dynip.superkabel.de] has joined #wesnoth-dev 20130712 17:29:52< flix> mattsc: Hi! Could you have a look at my specification for the new lua function? I think it is super-complicated, but I cannot come up with something simpler (and remaining the flexibility). http://pastebin.com/PbmYvW6S 20130712 17:33:10< mattsc> flix: give me a few minutes 20130712 17:39:54< mattsc> flix: do you need the multi-unit option for your own work? 20130712 17:40:26< mattsc> I think what you have there is good if you want to need that, but for my purposes, getting the map simply for one unit is sufficient. 20130712 17:40:57< flix> mattsc: yes. so the functionality is there... 20130712 17:41:35< mattsc> The main reason why I need this is to save computation time, but my guess is that calling if 4 times for one unit or once for 4 units takes about the same amount of time? 20130712 17:43:05< flix> mattsc: no, calling it once for 4 units should be slightly faster. (I guess not much but with >20 units it could make a significant difference) 20130712 17:44:00< mattsc> flix: okay, sounds good then. I don't understand the first optional input though. Oh, is this for a "hypothetical unit"? 20130712 17:44:13< flix> mattsc: yes 20130712 17:44:37< mattsc> Cool, that's great (and an option that is missing for a lot of other Wesnoth Lua functions) 20130712 17:44:49< flix> mattsc: I needed this for the situation in the first turns, when there are not so many units on the map yet 20130712 17:45:10< mattsc> flix: right. That can be very useful at times for other things as well. 20130712 17:47:02< mattsc> flix: so if I simply call it with one argument (a unit), the summed cost return parameter directly gives me the cost to get to any hex on the map for that unit? 20130712 17:47:25< flix> mattsc: yes. or -1 if the unit can't reach this hex 20130712 17:47:51< mattsc> okay, cool. That's perfect then. 20130712 17:48:14< mattsc> Btw, wesnoth.find_path() return 42424242 (or something like that) for unreachable hexes. 20130712 17:48:39< mattsc> Would it make sense to make the two consistent? 20130712 17:49:08< mattsc> -1 makes more sense though 20130712 17:51:49< mattsc> flix: src/pathfind/pathfind.hpp: static double getNoPathValue() { return (42424242.0); } 20130712 17:53:00< flix> mattsc: strange... 20130712 17:53:37< flix> mattsc: any idea why this isn't -1? 20130712 17:54:45-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20130712 17:57:26< mattsc> flix: I have no real information about it, but my guess is that it was set to an impossibly large number and having it be 4 42s is obviously a scifi homage :) 20130712 18:00:58< flix> mattsc: :). But I think I stick with -1. Otherwise I would need to code something like "if (x == -1) x = 42424242.0" and this would look strange in the code... 20130712 18:02:16< flix> mattsc: In the wikipage I then recommend to check the second value (the reach count b) ). b) = 0 is equivalent to a) = -1. 20130712 18:02:41< mattsc> flix: sounds good to me 20130712 18:04:13< flix> mattsc: is the return value fine? I choose (x, y, table(a, b)) over (x, y, a, b). So one can easily build this location set with of_pairs() 20130712 18:04:36< mattsc> flix: yes, that's great 20130712 18:04:39< flix> okay 20130712 18:05:13< flix> mattsc: I think that's it, I continue coding. Thanks :) 20130712 18:05:16-!- boucman_work1 [~rosen@193.56.60.160] has quit [Ping timeout: 240 seconds] 20130712 18:05:21< mattsc> flix, ah, no, that won't quite work. of_pairs just sets the value to 'true'. 20130712 18:05:31< mattsc> But there's an ai_helper.of_triples() :) 20130712 18:06:00< mattsc> Okay, thanks for letting me know. This will make some of my AI coding much easier. 20130712 18:06:26< flix> mattsc: http://wiki.wesnoth.org/LuaWML:Location_set#location_set:of_pairs : "If any extra data is included in the table for an individual location in the input, it will be put into a table and associated with that location's index in the location_set. Otherwise the data associated with a location's index is "true"." 20130712 18:07:15< mattsc> flix: hmm, what am I confusing this with then ... ? 20130712 18:07:31< flix> mattsc: That sounds a bit confusing for me, but I thought it works like I wnat it to work 20130712 18:08:57< mattsc> flix: maybe it got changed at some point since I started using Lua or I misremember something. (Otherwise why would I have written of_triples()?). 20130712 18:09:06< mattsc> Anyways, if it works that way, great! 20130712 18:09:51< flix> mattsc: It would be great if you could test everything when I'm finished ;) 20130712 18:11:32< mattsc> flix: oh, right, jleldridge did this during the GSoC application period. I was even involved with that. I remembered that you can pass different formats of coordinates now, but not that the value is taken also. :P 20130712 18:11:46< mattsc> I'm getting too old for this, apparently... 20130712 18:12:07< mattsc> flix: yes, I will test it when you're done. 20130712 18:12:16< flix> great :) 20130712 18:13:42-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Remote host closed the connection] 20130712 18:51:05-!- Netsplit *.net <-> *.split quits: iwaim_ 20130712 18:56:41-!- kex [~kex@89.205.70.185] has quit [Remote host closed the connection] 20130712 18:58:59-!- Netsplit over, joins: iwaim_ 20130712 19:01:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 19:04:26-!- trademark_ [~trademark@mne69-1-82-67-17-201.fbx.proxad.net] has quit [Ping timeout: 246 seconds] 20130712 19:04:27-!- Crendgrim [~quassel@f050095178.adsl.alicedsl.de] has quit [Ping timeout: 246 seconds] 20130712 19:04:44-!- trademark_ [~trademark@mne69-1-82-67-17-201.fbx.proxad.net] has joined #wesnoth-dev 20130712 19:05:46-!- Crendgrim [~quassel@f050095178.adsl.alicedsl.de] has joined #wesnoth-dev 20130712 19:06:25< trademark_> Is there any reason that Wesnoth is using a custom Filesystem instead of Boost.Filesystem? 20130712 19:10:38< loonycyborg> Wesnoth was developed before boost.filesystem 20130712 19:11:12< loonycyborg> And wesnoth's filesystem.hpp has somewhat different functions than boost.filesystem too 20130712 19:11:43< loonycyborg> It covers some functionality unavailable in boost.filesystem 20130712 19:12:13< loonycyborg> So it'll probably stay even if we'll start to use boost.filesystem :P 20130712 19:14:28< trademark_> loonycyborg, ok ^^' Is it a problem to use boost.Filesystem instead of the Wesnoth version? 20130712 19:15:27< loonycyborg> It'll require major reorganization of code to switch to boost.filesystem 20130712 19:15:54< loonycyborg> And using both side by side will be to confusing I think 20130712 19:16:01< trademark_> in my code I mean 20130712 19:16:45< trademark_> I guess I should use the Wesnoth version in that case 20130712 19:17:25-!- flix [~flix@91-66-31-1-dynip.superkabel.de] has quit [Remote host closed the connection] 20130712 19:21:11-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20130712 19:23:38-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Operation timed out] 20130712 19:40:25-!- stikonas [~gentoo@dynamic01.vpdn.csx.cam.ac.uk] has joined #wesnoth-dev 20130712 19:40:25-!- stikonas [~gentoo@dynamic01.vpdn.csx.cam.ac.uk] has quit [Changing host] 20130712 19:40:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 19:54:45-!- zookeeper2 [~lmsnie@87-100-196-230.bb.dnainternet.fi] has joined #wesnoth-dev 20130712 19:54:46-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130712 19:57:15-!- zookeeper 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Crab_ [~chernyi@wesnoth/developer/crab] has joined #wesnoth-dev 20130712 20:55:51-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20130712 21:08:11< timotei_> If there is anyone in here which wants to test Dota 2, Valve just announced a Linux version: http://dev.dota2.com/showthread.php?t=96878 20130712 21:09:42-!- stikonas [~gentoo@scandic725.host.songnetworks.se] has joined #wesnoth-dev 20130712 21:09:42-!- stikonas [~gentoo@scandic725.host.songnetworks.se] has quit [Changing host] 20130712 21:09:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 21:11:48-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20130712 21:11:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 21:16:19-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 21:16:55-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 256 seconds] 20130712 21:30:26-!- Blueblaze [~Blueblaze@ip68-3-135-148.ph.ph.cox.net] has quit [Quit: Blueblaze] 20130712 21:30:42-!- mjs-de [~mjs-de@p3EE207A4.dip0.t-ipconnect.de] has joined #wesnoth-dev 20130712 21:36:49-!- kex [~kex@89.205.70.185] has quit [Remote host closed the connection] 20130712 21:37:28-!- kex [~kex@89.205.70.185] has joined #wesnoth-dev 20130712 21:39:39-!- LordBob_ [~LordBob_@2a01:e34:ee82:47e0:21e:c2ff:fe01:261f] has quit [Quit: LordBob_] 20130712 21:42:09-!- kex [~kex@89.205.70.185] has quit [Ping timeout: 264 seconds] 20130712 21:45:01-!- stikonas__ [~gentoo@scandic725.host.songnetworks.se] has joined #wesnoth-dev 20130712 21:45:25-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 256 seconds] 20130712 22:00:50< Espreon> fabi_: http://forums.wesnoth.org/viewtopic.php?f=7&t=37723 20130712 22:01:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130712 22:02:15-!- stikonas__ [~gentoo@scandic725.host.songnetworks.se] has quit [Ping timeout: 256 seconds] 20130712 22:12:11-!- love1cat [~Adium@c-67-189-150-164.hsd1.ct.comcast.net] has quit [Quit: Leaving.] 20130712 22:20:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130712 22:21:25-!- Gambit [~quassel@wesnoth/developer/grickit] has joined #wesnoth-dev 20130712 22:37:14-!- mjs-de [~mjs-de@p3EE207A4.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20130712 22:53:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20130712 22:54:28-!- lipkab [~the_new_l@apn-37-220-229-89.vodafone.hu] has joined #wesnoth-dev 20130712 23:00:05-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20130712 23:06:49-!- LordBob_ [~LordBob_@2a01:e34:ee82:47e0:21e:c2ff:fe01:261f] has joined #wesnoth-dev 20130712 23:11:45-!- Laela [50eb531b@gateway/web/freenode/ip.80.235.83.27] has quit [Quit: Page closed] 20130712 23:12:00-!- Laela 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