--- Log opened Thu Sep 05 00:00:11 2013 20130905 00:04:23-!- Kostic [~marko@net229-1-245-109.mbb.telenor.rs] has quit [Quit: Ex-Chat] 20130905 00:22:23-!- nurupo is now known as nurupo|away 20130905 00:25:00-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20130905 00:36:28-!- TooLmaN [~TooLmaN@71.226.1.37] has joined #wesnoth-dev 20130905 00:47:45-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 276 seconds] 20130905 00:50:19< gfgtdf> fabi: are you online? 20130905 00:50:28< fabi> gfgtdf: yes 20130905 00:52:48< gfgtdf> fabi: i just noticed that the units attacks, esecialy the specials are storted ad config s and not as specialy "attack_sepcial" objects, if we just replace config by vconfig there we could make variable attack specials for example debendant on the current scneario or the units health. 20130905 00:52:55< gfgtdf> as* 20130905 00:53:19-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130905 00:53:47-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130905 00:53:53< gfgtdf> fabi: what do you tihnk about that 20130905 00:54:19< fabi> This is already possible, isn't it? 20130905 00:55:38< gfgtdf> no it isnt, for example of i want a weapon special that makes a waepon stronger the more moves oit has left, i have to make 20 weapon secials each with a constant valua and a filter "if moves_left=n" 20130905 00:56:00< fabi> Ah yes, I see. 20130905 00:56:04< gfgtdf> assuming that a unit cannot have more than 20 moves 20130905 00:56:28< fabi> Good idea. 20130905 00:57:51< gfgtdf> fabi: ok i'll think about it more 20130905 00:58:17< fabi> gfgtdf: What kind of project are you working on? 20130905 01:00:19< gfgtdf> fabi: im not working on any project currently, (besides on project "waitung unitl the pull request is merged") 20130905 01:00:41< fabi> gfgtdf: So, you have no use case for the ranged weapons? 20130905 01:01:45-!- H-Hour [~H-Hour@cpc7-sgyl35-2-0-cust428.18-2.cable.virginmedia.com] has quit [Quit: Leaving] 20130905 01:01:54< gfgtdf> fabi: ah no i wanted at first, but then i somehow stopped making my addon, du to lacking motivation and ideas 20130905 01:02:23< gfgtdf> fabi: ps have you played my first addon? 20130905 01:02:45< fabi> no 20130905 01:02:57< fabi> How is it called? 20130905 01:03:10-!- nurupo|away is now known as nurupo 20130905 01:03:11< gfgtdf> "scenario with robots" 20130905 01:03:23< gfgtdf> 11.4+ only 20130905 01:03:26< fabi> Ah yes. I have seen screenshots. 20130905 01:03:43< fabi> But did not understand them :-) 20130905 01:04:17< gfgtdf> oh 20130905 01:04:41< fabi> I guess they are about customizing the robots. 20130905 01:04:55< gfgtdf> yes 20130905 01:05:06< gfgtdf> my drawing skills arent very good 20130905 01:05:18< gfgtdf> the blue things are spears 20130905 01:06:15< fabi> I will try it out soon. 20130905 01:06:29< fabi> It seemed interesting. 20130905 01:07:10< gfgtdf> its quie short, its only 1 scenario without a real story so its more a faction whan a scneario 20130905 01:07:17< gfgtdf> than* 20130905 01:08:35< fabi> Well yes. I understood that it is more of a proof of concept thing. 20130905 01:09:24< fabi> My project isn't even that far. 20130905 01:09:44< gfgtdf> yes i dont knwo what "proof of concept " means but i guest it is exacly what it is 20130905 01:09:54< fabi> Having something to show to potential users/playtesters/contributors would be a major step in the right direction. 20130905 01:09:55< gfgtdf> what exaclty is your project? 20130905 01:10:15< fabi> http://forums.wesnoth.org/viewtopic.php?f=13&t=36698 20130905 01:11:20< fabi> Proof of concept is something like a working prototype that shows that the thing is doable. 20130905 01:17:58-!- TooLmaN [~TooLmaN@71.226.1.37] has quit [Quit: Leaving] 20130905 01:18:16< gfgtdf> ye thats what it is, 20130905 01:18:33< gfgtdf> fabi: do you have you own hepl briower in the addon? 20130905 01:18:38< gfgtdf> help 20130905 01:18:40< gfgtdf> * 20130905 01:18:48< gfgtdf> browser* 20130905 01:18:51< bumbadadabum> fabi: Your project seems really interesting 20130905 01:20:45-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20130905 01:21:08< fabi> gfgtdf: No, I just use the normal one. 20130905 01:21:23< gfgtdf> fabi: so how do aou add pages to it? 20130905 01:21:28< gfgtdf> you* 20130905 01:21:54< fabi> gfgtdf: Well, my addon is a total conversion. I just modify the contents of data/ 20130905 01:22:13-!- Mara_Jade [goossenm@shell.onid.oregonstate.edu] has quit [Read error: Connection reset by peer] 20130905 01:22:25< gfgtdf> fabi: i really think enabling addons to add help pages for the wesnoth-help browser would be nice. Maybe making a page subpage for each addon, i tihnk a lot of addons are complicated enough to make good use of it 20130905 01:22:26< fabi> bumbadadabum: Well, I could use all kinds of help with it :-) 20130905 01:23:10< bumbadadabum> fabi: I don't know if I can help with anything others can't do better 20130905 01:23:13< fabi> gfgtdf: Indeed. I have had a look at enabling this already. But it seems to be not trivial. 20130905 01:23:43< gfgtdf> fabi: oh i realy hoped it was trivial :( 20130905 01:24:24-!- Mara_Jade [goossenm@shell.onid.oregonstate.edu] has joined #wesnoth-dev 20130905 01:24:51< fabi> bumbadadabum: Maybe. But that does not matter. It does not help if someone can do anything better if the person in question does not want to contribute. 20130905 01:25:21< bumbadadabum> eh 20130905 01:25:28< bumbadadabum> fabi: What do you need help with? 20130905 01:25:30-!- TooLmaN [~TooLmaN@c-71-226-1-37.hsd1.ga.comcast.net] has joined #wesnoth-dev 20130905 01:25:50< fabi> gfgtdf: Well, it is not trivial but also not black magic. 20130905 01:26:16< fabi> bumbadadabum: Let me think where to start. 20130905 01:27:14< fabi> bumbadadabum: I could use artwork for roads. I mean modern roads which look like they can support modern vehicles. They do not need to be high quality, stubs would be enough. 20130905 01:27:33< bumbadadabum> fabi: I can't do that 20130905 01:28:47< fabi> bumbadadabum: Cool, you can take the already present railroads as a base, the roads should work exactly like the railroads do. Thus the coding is just a matter of cut and paste. 20130905 01:29:10< fabi> bumbadadabum: Oh sorry. You wrote "I can't". 20130905 01:29:35< bumbadadabum> I have no art talent 20130905 01:30:28< fabi> bumbadadabum: Another thing is that ASC does not have the concept of defense values. Thus I need some [defense] definitions for the unit categories. 20130905 01:30:45< bumbadadabum> uhu 20130905 01:30:47< fabi> bumbadadabum: The need to be balanced to a certain degree. 20130905 01:30:52< fabi> s/the/they 20130905 01:32:50< gfgtdf> fabi: do you use a lot of wml code or lua code in your addon? 20130905 01:33:49< fabi> gfgtdf: Mostly wml (the unit definitions and their features) + modifications of the c++ engine. No lua code so far. But that might change. 20130905 01:34:16< gfgtdf> fabi: so no [event] s ? 20130905 01:34:59< fabi> gfgtdf: some of the extra abilities rely on [event]. 20130905 01:35:18< gfgtdf> fabi: ok 20130905 01:35:29< fabi> gfgtdf: And I guess that I will need some more when it comes to the resource system. 20130905 01:36:59< gfgtdf> fabi: ah ok and when you you think you first release will come? 20130905 01:38:21< fabi> gfgtdf: Well, a scenario that is only based on a subset of the whole units, not using long ranged weapon carrying units should already be possible. I hope it will be ready at the end of the week. 20130905 01:38:47< fabi> gfgtdf: But it can't be expected to be balanced. 20130905 01:39:10< gfgtdf> fabi: isnt expeted 20130905 01:40:16< fabi> "can't be expected" is no valid English? 20130905 01:44:37-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: Ciao] 20130905 01:46:13< gfgtdf> no i said "isnt expeced" as answer. fabi:"kann nicht erwarted werden" gfgtdf:"wird auch nicht erwarted" 20130905 01:46:40< fabi> gfgtdf: You are speaking German? 20130905 01:46:43< gfgtdf> ye 20130905 01:46:57< fabi> gfgtdf: Please join #wesnoth-de 20130905 01:52:23-!- nurupo is now known as nurupo|away 20130905 01:53:34-!- Upth [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has joined #wesnoth-dev 20130905 01:55:08-!- mjs-de [~mjs-de@d118166.adsl.hansenet.de] has quit [Remote host closed the connection] 20130905 01:55:59-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has joined #wesnoth-dev 20130905 02:03:21< fabi> hi Upth 20130905 02:11:31-!- 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[~irker@ai0867.net] has joined #wesnoth-dev 20130905 05:20:37< irker675> wesnoth: mattsc wesnoth-old:master 659162371b1e / data/ai/lua/ai_helper.lua: Internal rewrite of ai_helper.get_attacks() http://git.io/ICdrzw 20130905 05:20:58-!- Upthorn [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has joined #wesnoth-dev 20130905 05:36:06-!- desophos [~desophos@n163h85.dhcp.oxy.edu] has quit [Ping timeout: 264 seconds] 20130905 05:51:32-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has joined #wesnoth-dev 20130905 06:21:48-!- TooLmaN [~TooLmaN@c-71-226-1-37.hsd1.ga.comcast.net] has quit [Quit: Leaving] 20130905 06:56:41-!- mattsc [~mattsc@154.20.32.246] has quit [Quit: Ciao] 20130905 07:00:00-!- nurupo is now known as nurupo|away 20130905 07:28:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20130905 07:44:02-!- ancestral [~ancestral@65-128-232-98.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20130905 08:08:53-!- ancestral 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timeout: 264 seconds] 20130905 10:35:22-!- mjs-de [~mjs-de@d118166.adsl.hansenet.de] has joined #wesnoth-dev 20130905 10:37:28-!- Ardonik [~ardonik@adsl-75-28-99-231.dsl.irvnca.sbcglobal.net] has joined #wesnoth-dev 20130905 10:41:30-!- markus_ [~mjs-de@g224187103.adsl.alicedsl.de] has joined #wesnoth-dev 20130905 10:45:14-!- mjs-de [~mjs-de@d118166.adsl.hansenet.de] has quit [Ping timeout: 264 seconds] 20130905 11:07:42-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20130905 11:48:55< bumbadadabum> jetrel_laptop: Am I allowed to convert the thunderer anims to the new format? 20130905 11:57:38< vultraz> I don't see why not 20130905 12:09:26-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 12:18:26-!- _8680_ [~8680@2002:4404:712c:0:6cca:299b:302:a910] has joined #wesnoth-dev 20130905 12:18:48-!- _8680_ is now known as Guest73227 20130905 12:27:36-!- markus_ is now known as mjs-de 20130905 12:29:01< bumbadadabum> It seems SOUND_LIST:HIT_AND_MISS is broken for some reason 20130905 12:31:51< bumbadadabum> Also, Jetrel_new, you removed the idle and death anims for the thunderer 20130905 12:31:58< bumbadadabum> but not the WML for them 20130905 12:32:05< bumbadadabum> are they supposed to be deleted? 20130905 12:38:57< bumbadadabum> jkCDKFJIUHWE*FFWEGOIWEG 20130905 12:39:02< bumbadadabum> This makes no sense 20130905 12:40:12< bumbadadabum> http://pastebin.com/LgB8Qqwc 20130905 12:40:17-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Read error: Operation timed out] 20130905 12:40:24< bumbadadabum> This isn't working right and I don't see why 20130905 12:43:57-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Remote host closed the connection] 20130905 12:44:54-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20130905 12:48:10-!- Kostic [~marko@85.202.113.95] has joined #wesnoth-dev 20130905 12:52:26-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] 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has joined #wesnoth-dev 20130905 14:25:04-!- EliDupree [~quassel@66-189-34-122.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20130905 14:37:18-!- nurupo|away is now known as nurupo 20130905 14:39:14-!- Upthorn [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has quit [Ping timeout: 264 seconds] 20130905 14:41:36-!- nurupo is now known as nurupo|away 20130905 15:09:38-!- P1x3lP1r4T3 [~P1x3lP1r4@AMontsouris-552-1-64-175.w92-140.abo.wanadoo.fr] has joined #wesnoth-dev 20130905 15:35:10-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 246 seconds] 20130905 15:37:15-!- gfgtdf [~chatzilla@f054139013.adsl.alicedsl.de] has joined #wesnoth-dev 20130905 15:37:38< gfgtdf> wesbot: seen _crab 20130905 15:37:38< wesbot> gfgtdf: Sorry, I don't know of _crab. 20130905 15:37:43< gfgtdf> wesbot: seen crab_ 20130905 15:37:43< wesbot> gfgtdf: The person with the nick Crab_ last spoke 6d 20h ago. 3d 4h ago they left with the message: Remote host closed the connection 20130905 15:59:32-!- Turuk [Turuk@cpe-65-29-217-233.cinci.res.rr.com] has joined #wesnoth-dev 20130905 16:01:28-!- Turuk [Turuk@cpe-65-29-217-233.cinci.res.rr.com] has quit [Client Quit] 20130905 16:03:09-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 16:09:57-!- Ardonik [~ardonik@adsl-75-28-99-231.dsl.irvnca.sbcglobal.net] has quit [Read error: Connection reset by peer] 20130905 16:13:12-!- lipkab2 [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 16:14:31-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 260 seconds] 20130905 16:15:07-!- Ardonik [~ardonik@adsl-75-28-101-236.dsl.irvnca.sbcglobal.net] has joined #wesnoth-dev 20130905 16:18:52-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 16:20:16-!- lipkab2 [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 264 seconds] 20130905 16:24:42< fabi> hi gfgtdf 20130905 16:26:14-!- mattsc [~mattsc@71-19-182-26.dedicated.allstream.net] has joined #wesnoth-dev 20130905 16:29:19-!- fabi_ [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20130905 16:30:51< gfgtdf> fabi, fabi_ : hi 20130905 16:30:55-!- Ardonik [~ardonik@adsl-75-28-101-236.dsl.irvnca.sbcglobal.net] has quit [Ping timeout: 256 seconds] 20130905 16:32:33< gfgtdf> fabi: ? 20130905 16:32:56-!- fabi [~fabi@wesnoth/developer/fendrin] has quit [Ping timeout: 245 seconds] 20130905 16:33:07< fabi_> gfgtdf: yes? 20130905 16:33:16-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20130905 16:33:19< fabi_> hi bumbadadabum 20130905 16:33:27< bumbadadabum> oh hello fabi_ 20130905 16:33:36< fabi_> bumbadadabum: What exactly is going wrong with your animation definition? 20130905 16:34:26< bumbadadabum> fabi_: Well, when testing the ne anim, it played the opposite anim 20130905 16:34:33< bumbadadabum> so the miss anim for a hit 20130905 16:34:38< bumbadadabum> but the right sound 20130905 16:34:46< bumbadadabum> for another, the sound was inverted 20130905 16:35:00< fabi_> oh 20130905 16:35:32< bumbadadabum> but 20130905 16:35:39< bumbadadabum> it's not like that in the code 20130905 16:37:57< bumbadadabum> fabi_: I've had a similar thing happen with the saurian sounds in my pull request 20130905 16:40:19< fabi_> I have also a strange problem with my weapon specials. They are working fine in combat but are applied to a unit's statistics otherwise. Meaning the values of the weapon in the sidebar shows the effect of the special, but that special depends on filtering an enemy unit. 20130905 16:40:41< bumbadadabum> fabi_: That's known 20130905 16:41:08< bumbadadabum> I think someone already made a bug report about it 20130905 16:42:05< fabi_> Let's see if I can find it. 20130905 16:44:58-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20130905 16:45:55< bumbadadabum> or not, apparently 20130905 16:46:10< bumbadadabum> I could swear someone was talking about this either here or the forums 20130905 16:47:41< bumbadadabum> Anyway, fabi_, do you have any idea what could be wrong with the code? 20130905 16:47:45< bumbadadabum> because else it's a bug 20130905 16:47:57< bumbadadabum> the only thing I could imagine is that the [if]s are somehow messing up 20130905 16:48:09< fabi_> animation wml is not my field of expertise. 20130905 16:48:34< bumbadadabum> I'm going to test without the sound 20130905 16:50:29< bumbadadabum> if it does work now, I at least know the problem 20130905 16:50:52< bumbadadabum> and could make it work fairly easily by moving the [sound_frame]s to inside the [if]/[else] 20130905 16:52:02< bumbadadabum> Ok, found the bug 20130905 16:52:49< bumbadadabum> [if] [/if] [else] [/else] [if] [/if] doesn't work right 20130905 16:53:04< bumbadadabum> Somebody should REALLY fix this 20130905 16:54:38-!- nurupo|away is now known as nurupo 20130905 16:55:50< fabi_> bumbadadabum: If I remember right boucman_work is the expert with the [if] [else] in [animation]. 20130905 16:56:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20130905 16:56:10 * boucman_work wakes up from his long slumber... 20130905 16:56:14< fabi_> :-) 20130905 16:56:17< boucman_work> let me catch up on the log 20130905 16:56:23< vultraz> hah 20130905 16:56:59< boucman_work> bumbadadabum: it works "right" it doesn't work "as expected" :P 20130905 16:57:30< fabi_> Sounds like a lack of proper documentation in the wiki. 20130905 16:57:46< boucman_work> bumbadadabum: did you read the whole AnimationWML and understand how animations are chosen ? or would you like a reminder before I explain how [if] works... 20130905 16:58:07< boucman_work> fabi_: it's actually quite tricky to explain and I am bad at writing technical documentation :( 20130905 16:58:22< bumbadadabum> boucman_work: I have enough experience with it 20130905 16:58:52< boucman_work> ok, so to sum it up, the engine has a huge set of animation and choose randomly between animations with the best score 20130905 16:59:27< bumbadadabum> I know that 20130905 16:59:53< boucman_work> now, [if] [else] boils down to "copy the whole animation and only keep the [if] block in one and the [else] in the other" 20130905 17:00:01-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Quit: DCW] 20130905 17:00:15< boucman_work> ok, if you know all that, could you pastebin the problematic animations somewhere so I have a look ? 20130905 17:01:07< bumbadadabum> boucman_work: Does that explain why using an [if] after the entire [if] [else] construction doesn't behave the way I'd like it to behave 20130905 17:01:50< bumbadadabum> boucman_work: http://pastebin.com/LgB8Qqwc 20130905 17:01:55< boucman_work> probably, yes... 20130905 17:02:49-!- nurupo is now known as nurupo|away 20130905 17:03:11< boucman_work> I don't have the code here... but I guess you have an [if] block in the SOUND:HIT_AND_MISS macro ? 20130905 17:03:16< bumbadadabum> yes 20130905 17:03:28< fabi_> boucman_work: Yeah, writing proper documentation is an art of its own. 20130905 17:03:55< boucman_work> fabi_: and that area of code is pretty dirty, though I don't really know how to make a clean API with the way WML works... 20130905 17:04:28< bumbadadabum> boucman_work: Support for this should really be coded 20130905 17:04:32< boucman_work> bumbadadabum: ok, so if your [if] expands to hit=yes and the second [if] expands to hit=no... 20130905 17:05:02< boucman_work> IIRC the second one will overwrite the first one (not sure, I havn't been in that code for ages) instead of refusing that combination 20130905 17:05:28< bumbadadabum> that just sounds incredibly stupid in my opinion 20130905 17:05:51< bumbadadabum> it requires me to make very hacky workarounds for very simple things 20130905 17:06:00< bumbadadabum> Example: the saurian ranged anims 20130905 17:06:20< bumbadadabum> If I want to make my pull request work, I'd have to remove the macros entirely 20130905 17:06:42< bumbadadabum> and place [sound_frame]s in the anims 20130905 17:06:55-!- horon [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20130905 17:08:11< bumbadadabum> I feel this is kinda holding things back 20130905 17:08:16-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has joined #wesnoth-dev 20130905 17:08:16-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has quit [Changing host] 20130905 17:08:16-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20130905 17:08:27< boucman_work> yes, that's how it's usually done... I know it's stupid but there are real reasons to do it that way. 20130905 17:08:47< boucman_work> 1) all conditions need to be analysed at WML parse time, not at at animation time 20130905 17:08:50< bumbadadabum> I'll edit and update my pull request for the saurians 20130905 17:09:01< boucman_work> 2) there is no way to tell what field is a condition and what field is an action 20130905 17:11:36< bumbadadabum> boucman_work: How hard would it be to implement something that makes it skip over those impossible combinations? 20130905 17:11:36< bumbadadabum> where one is hits=yes and the other hits=no? 20130905 17:12:49< boucman_work> i'm not sure it's possible... I could direct someone in the right area of code (there is a simple function responsible for the [if] extension) 20130905 17:13:20< boucman_work> but the tricky part is to devect an impossible combination... hit= is easy, but what about [unit_filter] ? 20130905 17:14:26< bumbadadabum> I don't know much about C++ 20130905 17:15:21< bumbadadabum> I think for now the simple things would be enough 20130905 17:16:08< bumbadadabum> I've rarely had the need for more complex things anyway 20130905 17:17:28< bumbadadabum> boucman_work: Thanks for your time 20130905 17:17:38-!- Unnheulu [~unnheulu@host86-169-183-143.range86-169.btcentralplus.com] has joined #wesnoth-dev 20130905 17:17:41< bumbadadabum> I can get back to working again 20130905 17:18:34< boucman_work> yeah, I know that area sucks, but I never really knew how to solve that... 20130905 17:23:27-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 260 seconds] 20130905 17:27:00-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130905 17:32:39< fabi_> Is there an easy way to generate a shadow? 20130905 17:33:05< fabi_> I like to have flying units being marked to the user by shadows. 20130905 17:33:38< zookeeper> no 20130905 17:33:58< fabi_> Well, that answer comes too fast. 20130905 17:34:17< fabi_> My units are seen from top. 20130905 17:34:31< zookeeper> directly top-down? 20130905 17:34:36< fabi_> yes 20130905 17:34:53-!- molgrum_ [~molgrum@h-94-220.a230.priv.bahnhof.se] has quit [Quit: Lämnar] 20130905 17:35:01< zookeeper> well, in that case... tint the base frame black and blur it a bit? 20130905 17:35:03< fabi_> I just need a function that gives me a black but semi transparent version of the unit. 20130905 17:35:23< bumbadadabum> O and CS? 20130905 17:35:35< zookeeper> yeah 20130905 17:35:39< bumbadadabum> CS(-255,-255,-255)? 20130905 17:35:46< bumbadadabum> That should make it black 20130905 17:37:55< fabi_> That is what I call an easy solution :-) 20130905 17:39:22< zookeeper> (and of course while you're at it you can also animate the unit/shadow to make the unit bob up and down slightly while the shadow stays stationary and only scales up/down) 20130905 17:40:02< fabi_> uh, that would be cool 20130905 17:40:45< zookeeper> increasing/decreasing the blur factor might look better than scaling the shadow, though. would have to experiment with that. 20130905 17:41:00< bumbadadabum> changing the blur is easy 20130905 17:41:06< fabi_> Thank you very much for the idea. 20130905 17:41:10< bumbadadabum> easier than scaling, I think 20130905 17:43:44< fabi_> Hell, it works! 20130905 17:43:52< bumbadadabum> phew 20130905 17:43:56< bumbadadabum> the dwarves are done! 20130905 17:43:59< fabi_> How can I put the shadow beneath the units? 20130905 17:44:10< bumbadadabum> halo= 20130905 17:44:21< bumbadadabum> halo_y=something 20130905 17:44:35< bumbadadabum> is there a halo_layer? 20130905 17:44:35< fabi_> in [frame]? 20130905 17:44:58< zookeeper> no, no 20130905 17:45:23< bumbadadabum> ok 20130905 17:45:30< bumbadadabum> you need to make a [halo_frame] 20130905 17:45:39< bumbadadabum> with a layer= behind the unit 20130905 17:45:47< zookeeper> don't use halos, use [xxx_frame] to create a proper sub-anim 20130905 17:45:51< fabi_> bumbadadabum: Can I show you my current code? 20130905 17:45:53< zookeeper> so yes, that 20130905 17:45:58< bumbadadabum> fabi_: Sure 20130905 17:46:31< fabi_> http://pastebin.com/kwgnXfQT 20130905 17:46:32-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 17:47:26< zookeeper> as for how to use [xxx_frame]s, http://wiki.wesnoth.org/AnimationWML#Syntax_summary_2 20130905 17:47:32< zookeeper> it's pretty straightforward actually 20130905 17:47:53< bumbadadabum> fabi_: you can put the duration behind the image name 20130905 17:48:46< bumbadadabum> also, wesnoth shadows are 70% opactity 20130905 17:48:50< bumbadadabum> (minor nitpick) 20130905 17:49:27< fabi_> okay 20130905 17:49:51< bumbadadabum> fabi_: if you want to change the layering, you can just add a layer= in the frame 20130905 17:50:45< bumbadadabum> For the rest, change start_time to halo_start_time 20130905 17:50:49< bumbadadabum> and frame to halo_frame 20130905 17:51:41< fabi_> Yeah, I can't see how it is done right now (pretty new to all the animation stuff) but I will experiment with the information from both of you. 20130905 17:52:09< bumbadadabum> fabi_: You said you wanted to make it bob? 20130905 17:52:42< fabi_> Well, yes. For the first version it would be cool to just have a shadow. The bobbing can come later. 20130905 17:52:49< bumbadadabum> ok 20130905 17:52:54< bumbadadabum> it's not very hard to do 20130905 17:53:32-!- mattsc [~mattsc@71-19-182-26.dedicated.allstream.net] has quit [Quit: Ciao] 20130905 17:53:35< bumbadadabum> just a y=foo~bar:300,bar~asf:300 20130905 17:53:39< fabi_> Okay, I just need an extra [halo_frame] in each [if] or [else] with the layering information? 20130905 17:53:40< bumbadadabum> or something like that 20130905 17:53:40-!- Upthorn [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has joined #wesnoth-dev 20130905 17:53:50< bumbadadabum> fabi_: Is this the entire sprite? 20130905 17:53:55< bumbadadabum> or is there also a unit image? 20130905 17:54:17< fabi_> I just have a single image for each unit, facing north. 20130905 17:54:35< fabi_> Everything must be generated from this single item. 20130905 17:54:37< bumbadadabum> But while the shadow shows, is there also a unit image? 20130905 17:54:43< fabi_> yes. 20130905 17:54:55< bumbadadabum> yeah, you have to use [halo_frame] then 20130905 17:54:58< fabi_> The shadow must be placed a little off to be shown. 20130905 17:55:08< bumbadadabum> zookeeper: Do you know the layer of unit images? 20130905 17:55:13< zookeeper> nope 20130905 17:55:20< fabi_> Otherwise it will just be hidden under the unit. 20130905 17:55:32< bumbadadabum> fabi_: I'd use halo= instead of image= 20130905 17:55:55< bumbadadabum> and halo_y=20 or something 20130905 17:55:57< bumbadadabum> for a flying unit 20130905 17:56:02< bumbadadabum> experiment with that value 20130905 17:59:13< fabi_> hmmm, the halo is flickering somehow. 20130905 17:59:26-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 256 seconds] 20130905 17:59:59< zookeeper> if you use [halo_frame] then that's a separate sub-anim and you might need to make sure that it has an identical starting time and duration than the base anim 20130905 18:02:16< bumbadadabum> the saurian anims are only going to take another minute 20130905 18:02:18< bumbadadabum> and then... 20130905 18:02:27< bumbadadabum> I'm finally done with animationwml for today 20130905 18:02:42< bumbadadabum> and I've officially made wesnoth a better game! 20130905 18:02:45< bumbadadabum> (not really) 20130905 18:04:27< bumbadadabum> ugh... I can't use my regular testing ground for animations 20130905 18:04:38< bumbadadabum> because vultraz hasn't fixed a bug in EoC yet! 20130905 18:05:01< vultraz> LATER 20130905 18:06:15< fabi_> hmmm, the shadow is not moving with the unit but jumping behind it. 20130905 18:06:47< bumbadadabum> fabi_: Can I see the entire .cfg? 20130905 18:08:57< fabi_> http://pastebin.com/EDcWdPLC 20130905 18:09:29< bumbadadabum> layer=1 20130905 18:09:30< bumbadadabum> halo_layer=2 20130905 18:09:37-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has joined #wesnoth-dev 20130905 18:09:40< bumbadadabum> this should be in [frame], I believe 20130905 18:11:22< bumbadadabum> [halo_frame] 20130905 18:11:23< bumbadadabum> halo="halo/dragonguard/dg-muzzle-flash-n-[1~17].png:[80*3,90,100,120*3,100*9]" 20130905 18:11:24< bumbadadabum> [/halo_frame] 20130905 18:11:26< bumbadadabum> hmm 20130905 18:11:29< bumbadadabum> this doesn't display the halo right 20130905 18:11:33< bumbadadabum> weird 20130905 18:13:03-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Read error: Connection reset by peer] 20130905 18:13:06< fabi_> Nope, does not make a difference. 20130905 18:14:15< fabi_> The whole layer thing does not seem to make a difference no matter where it is placed. 20130905 18:14:16-!- Kostic [~marko@85.202.113.95] has quit [Quit: Ex-Chat] 20130905 18:14:30-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 18:15:00-!- molgrum [~molgrum@h-94-220.a230.priv.bahnhof.se] has joined #wesnoth-dev 20130905 18:15:07< bumbadadabum> hmm 20130905 18:15:14< bumbadadabum> I don't know why this isn't working 20130905 18:15:33-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20130905 18:15:46< bumbadadabum> zookeeper: http://pastebin.com/mdCcdjxk 20130905 18:15:50< bumbadadabum> Can you take a look? 20130905 18:16:06< fabi_> Too bad, as long as there is no mouse pointer in the field (causing the flickering) and the unit is not moving the result is quite nice. 20130905 18:16:47< bumbadadabum> fabi_: Oh 20130905 18:16:53< bumbadadabum> the flickering is because it's out of the hex 20130905 18:17:06-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20130905 18:17:14< bumbadadabum> fabi_: See also: leader crowns 20130905 18:17:25< fabi_> Ah yes. 20130905 18:17:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20130905 18:19:34< zookeeper> bumbadadabum, no idea, i'm not familiar with the new animation stuff 20130905 18:20:03< bumbadadabum> zookeeper: It has nothing to do with the new syntax 20130905 18:20:15< bumbadadabum> the halo isn't showing up right 20130905 18:20:27< bumbadadabum> no matter if I make it image= or halo= 20130905 18:20:37 * zookeeper shrugs 20130905 18:20:39< zookeeper> i dunno 20130905 18:21:26< fabi_> bumbadadabum: Why shall I use halo= for the shadow instead of image= ? What is the difference? 20130905 18:21:38< bumbadadabum> halo defaults to the center 20130905 18:25:39< fabi_> using image gives the same result but solves the flickering 20130905 18:25:56< fabi_> The only problem left is the not moving. 20130905 18:27:39< bumbadadabum> D'oh 20130905 18:27:47< bumbadadabum> forgot the empty frame that's needed 20130905 18:30:10< bumbadadabum> zookeeper: Can you merge the request I'm about to make 20130905 18:30:15-!- Kostic [~marko@85.202.113.32] has joined #wesnoth-dev 20130905 18:30:16< zookeeper> no 20130905 18:30:20< zookeeper> :p 20130905 18:30:24< bumbadadabum> meanie 20130905 18:30:53< zookeeper> i don't want the burden of merging anyone's pull requests, i barely manage to commit stuff myself 20130905 18:32:39-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 260 seconds] 20130905 18:33:21-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has quit [Ping timeout: 245 seconds] 20130905 18:34:50-!- Unnheulu [~unnheulu@host86-169-183-143.range86-169.btcentralplus.com] has quit [Remote host closed the connection] 20130905 18:36:35< bumbadadabum> UGH 20130905 18:36:46< bumbadadabum> I can't just put a few commits in the request... 20130905 18:37:47< bumbadadabum> https://github.com/wesnoth/wesnoth-old/pull/73 20130905 18:37:49< jetrel_laptop> I'll take a look at those missing frames for the thunderer, later. 20130905 18:37:54< bumbadadabum> Do what you need to do 20130905 18:38:04< bumbadadabum> I have to go for now 20130905 18:38:05< bumbadadabum> Bye. 20130905 18:38:10< bumbadadabum> jetrel_laptop: Cool 20130905 18:38:22< bumbadadabum> I put an #ifdef UNUSED around them for now 20130905 18:38:40< jetrel_laptop> I welcome someone updating the code for them to use the new animation syntax; I really don't have the time for that. 20130905 18:48:39< fabi_> Damn, animaton wml is so unfair. I just hate it. 20130905 18:54:23-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has joined #wesnoth-dev 20130905 18:57:20-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130905 19:33:34-!- wesbot [~wesbot@wesnoth/bot/wesbot] has quit [Remote host closed the connection] 20130905 19:36:52-!- wesbot [~wesbot@wesnoth/bot/wesbot] has joined #wesnoth-dev 20130905 19:40:42< zookeeper> fabi_, you mean that the shadow doesn't follow the unit when moving the unit? for that you'd need to give it a movement anim as well... and unfortunately probably a bunch of other anims too (recruit, selected, death, etc). 20130905 19:41:03< fabi_> zookeeper: I have a movement anim. 20130905 19:41:22< zookeeper> but the shadow doesn't slide with the unit? 20130905 19:41:26< fabi_> yes 20130905 19:42:20< zookeeper> right. try sliding the shadow anim with _offset=0.0~1.0 ? 20130905 19:45:13< fabi_> http://imagebin.org/269968 A helicopter at different height levels. The higher, the bigger the shadow, more offset and more transparent. 20130905 19:45:32-!- Kostic [~marko@85.202.113.32] has quit [Quit: Ex-Chat] 20130905 19:45:54< zookeeper> anyway, it's a bit of a problem that the base frame is used for engine-generated movement/death/recruit/etc anims rather than the standing anim 20130905 19:46:00< zookeeper> (IIRC that's still true in every case) 20130905 19:47:32< fabi_> Sorry, I have no idea how to put that syntax in use. 20130905 19:50:25< zookeeper> just offset=0.0~1.0 in your [halo_frame] (assuming you still only have one) ought to do. or halo_offset=0.0~1.0 at animation top-level 20130905 19:50:57< zookeeper> advanced animation WML is hairy, but luckily still easier to figure out than terrain graphics WML :p 20130905 19:51:06< bumbadadabum> ^ 20130905 20:02:30< fabi_> zookeeper: Wow. The result is crazy. I still need to find words to describe it. 20130905 20:07:27< bumbadadabum> fabi_: What's the result? 20130905 20:07:38< bumbadadabum> I'm sure you can find some words for it 20130905 20:07:40< fabi_> The shadow is moving. But not in sync. 20130905 20:07:47< bumbadadabum> really? 20130905 20:07:58< fabi_> It starts some pixels off. 20130905 20:08:02< bumbadadabum> ok 20130905 20:08:09< fabi_> But is faster than the unit somehow. 20130905 20:08:20< bumbadadabum> in the frame or toplevel? 20130905 20:08:21< fabi_> At the end it stops one hex field further than the unit. 20130905 20:08:39< bumbadadabum> and without the offset, it doesn't move at all? 20130905 20:08:43-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20130905 20:08:44< fabi_> yes 20130905 20:08:49< bumbadadabum> that's weird 20130905 20:08:51< fabi_> in the frame 20130905 20:09:00< fabi_> I will try it at animation 20130905 20:09:00< bumbadadabum> try it in the toplevel 20130905 20:10:55< fabi_> no luck at toplevel 20130905 20:11:06< fabi_> not moving but jumping again 20130905 20:11:50< bumbadadabum> hmm 20130905 20:13:52-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 20:14:29< fabi_> It works better when I put the offset in both [halo_frame] and [frame] 20130905 20:14:37< fabi_> Still not perfect but close. 20130905 20:19:58-!- desophos [~desophos@n138h11.dhcp.oxy.edu] has quit [Read error: Operation timed out] 20130905 20:21:57-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130905 20:34:35-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20130905 20:35:28-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Quit: Távozom] 20130905 20:36:44-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 20:44:11-!- desophos [~desophos@n93h188.dhcp.oxy.edu] has joined #wesnoth-dev 20130905 20:55:18-!- P1x3lP1r4T3 [~P1x3lP1r4@AMontsouris-552-1-64-175.w92-140.abo.wanadoo.fr] has quit [Ping timeout: 264 seconds] 20130905 21:09:30-!- gfgtdf [~chatzilla@f054139013.adsl.alicedsl.de] has quit [Ping timeout: 264 seconds] 20130905 21:28:57-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has joined #wesnoth-dev 20130905 21:28:58-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has quit [Changing host] 20130905 21:28:58-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20130905 21:39:34< fabi_> hi mattsc 20130905 21:40:07< mattsc> hi fabi_ 20130905 21:40:13-!- fabi_ is now known as fabi 20130905 21:44:10< fabi> Now it is making a pause at every step in the route. 20130905 21:44:46< mattsc> fabi: I assume that's not a comment for me? 20130905 21:44:49< fabi> bumbadadabum: The results are funny to watch. That compensates for the anger with animation WML :-) 20130905 21:44:53< fabi> mattsc: No :-) 20130905 21:45:13< bumbadadabum> fabi: Yeah, they kinda are 20130905 21:45:43< bumbadadabum> the Dragonguard results were pretty amusing as well 20130905 21:45:57< fabi> bumbadadabum: By the way, what have you done to them? 20130905 21:46:12< bumbadadabum> fabi: They work now! 20130905 21:46:23< bumbadadabum> I just forgot a blank frame before the halo anim 20130905 21:52:47< fabi> bumbadadabum: And what is the difference to the former? 20130905 21:53:18< bumbadadabum> Well, I converted the anims 20130905 22:06:16< fabi> To the new syntax? But there is no visible difference? 20130905 22:06:19< fabi> bumbadadabum: ^ 20130905 22:06:41< bumbadadabum> fabi: I timed the melee anim better 20130905 22:06:49< bumbadadabum> but for the rest, there is no visible difference 20130905 22:08:26-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20130905 22:09:28< bumbadadabum> fabi: The other changes I made in the pull request are visible, though 20130905 22:12:31-!- desophos [~desophos@n93h188.dhcp.oxy.edu] has quit [Ping timeout: 245 seconds] 20130905 22:29:36-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20130905 22:47:56-!- desophos [~desophos@134.69.84.207] has joined #wesnoth-dev 20130905 22:50:11-!- crimson_penguin [~crimson_p@wesnoth/developer/crimsonpenguin] has quit [Excess Flood] 20130905 22:51:08-!- crimson_penguin [~crimson_p@ec2.happyspork.com] has joined #wesnoth-dev 20130905 22:51:09-!- crimson_penguin [~crimson_p@ec2.happyspork.com] has quit [Excess Flood] 20130905 22:52:08-!- crimson_penguin [~crimson_p@ec2.happyspork.com] has joined #wesnoth-dev 20130905 22:56:43-!- crimson_penguin [~crimson_p@ec2.happyspork.com] has quit [Changing host] 20130905 22:56:44-!- crimson_penguin [~crimson_p@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20130905 22:57:59< fabi> zookeeper: The offset=0.0~1.0 works fine if put in both, [frame] and [halo_frame]. But it causes the unit to pause for a short moment at every step (hex) in the path. Any more suggestions? 20130905 23:02:08-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Quit: Nettalk6 - www.ntalk.de] 20130905 23:14:46-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 23:26:21< zookeeper> fabi, nothing beyond changing the animation start time(s) and duration(s)... at least 1-frame core movement anims play from 0 to 150 20130905 23:27:19< zookeeper> i don't know what _exactly_ could be the issue, but probably it's timing-related 20130905 23:34:36-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130905 23:34:52-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-dev 20130905 23:35:07-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has quit [Remote host closed the connection] 20130905 23:37:06-!- desophos [~desophos@134.69.84.207] has quit [Ping timeout: 245 seconds] 20130905 23:37:16-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has quit [Quit: bye] 20130905 23:38:10-!- desophos [~desophos@134.69.84.207] has joined #wesnoth-dev 20130905 23:46:21-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Quit: Távozom] 20130905 23:47:35-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20130905 23:50:46< fabi> zookeeper: Well, everything I do makes it worse again. I guess I will just let it be for now. Thank you for the help. Except the delay everything works better than I had expected. 20130905 23:51:31< zookeeper> i guess boucman ought to know all the rest, he wrote the animation code after all :p 20130905 23:55:06< fabi> zookeeper: How did implement the now syntax? 20130905 23:55:14< fabi> s/now/new 20130905 23:55:22< zookeeper> i don't recall --- Log closed Fri Sep 06 00:00:24 2013