--- Log opened Fri Oct 04 00:00:43 2013 20131004 00:06:30-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20131004 00:15:03-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] 20131004 00:30:40-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20131004 00:51:13-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: Computer's napping] 20131004 01:15:35-!- mattsc [~mattsc@154.20.32.246] has joined #wesnoth-dev 20131004 01:26:45-!- irker569 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20131004 01:32:21-!- noy [~Noy@50.98.14.44] has joined #wesnoth-dev 20131004 01:32:27-!- noy [~Noy@50.98.14.44] has quit [Changing host] 20131004 01:32:27-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 01:43:38< loonycyborg> shadowm: d'oh. I missed that bit about cc 20131004 01:44:32< loonycyborg> But that doesn't explain why Ivanovic or mordante didn't reply :P 20131004 01:54:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131004 01:55:31< loonycyborg> Still no idea what to do to fix that 20131004 01:55:45< loonycyborg> Redirect that message from sentbox or something? :P 20131004 01:59:38< shadowm> loonycyborg: You can resend the message with a different To line and tell him that you screwed up and that he should include the mailing list for the reply. 20131004 01:59:59< shadowm> The different To line is to make sure you don't resend it to the ML. 20131004 02:31:01-!- nurupo|away is now known as nurupo 20131004 02:34:03-!- _Coffee [~david@ppp121-45-28-250.lns20.adl2.internode.on.net] has joined #wesnoth-dev 20131004 02:38:20-!- Turuk [~Turuk@208.102.36.12] has quit [Quit: Turuk] 20131004 02:45:17-!- Ggambit is now known as Gaambit 20131004 02:50:31< fabi> hi shadowm 20131004 02:51:48-!- Ivanovic_ [~ivanovic@x2f44456.dyn.telefonica.de] has joined #wesnoth-dev 20131004 02:51:48-!- Ivanovic_ [~ivanovic@x2f44456.dyn.telefonica.de] has quit [Changing host] 20131004 02:51:48-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20131004 02:53:52-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20131004 02:55:45-!- Ivanovic_ is now known as Ivanovic 20131004 03:00:11-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 248 seconds] 20131004 03:06:48-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 03:08:31-!- jamit [~jamit@wesnoth/developer/jamit] has joined #wesnoth-dev 20131004 03:12:14< jamit> shadowm, mattsc: Comparing a translatable string to a std::string is indeed always false. Not my doing, but my assumption is that there was an intent somewhere to ensure consistent behavior across translations. 20131004 03:13:05< mattsc> jamit: okay, thanks, that makes sense 20131004 03:13:11< jamit> Maybe the definition of that operator should be removed from the code though? Make it a linker error? Comparing a translatable to a fixed string is usually wrong, such as the case you dealt with. ;) 20131004 03:13:59< shadowm> fabi: Yes? 20131004 03:14:06< jamit> But if you really want to get around it, name.str() gets a (translated) std::string from a tstring. 20131004 03:14:52< shadowm> It'd be interesting to know how many things would break at build time if that kind of thing was forbidden. 20131004 03:14:54< jamit> Anyway, I'm off. I happened to be browsing the log today and noticed that. 20131004 03:15:09< shadowm> jamit: Also, I asked you a question earlier. :p 20131004 03:15:11< fabi> shadowm: I have put the issues on my TODO. But I do not like to interrupt my current work. 20131004 03:15:21< jamit> shadowm: I might try it some day, but probably not until at least next weekend. 20131004 03:15:44< fabi> shadowm: Do you want to help with the UI once more? 20131004 03:16:12< shadowm> fabi: Too busy to code atm. 20131004 03:16:19< jamit> shadowm: Oh right. One moment... 20131004 03:16:34< fabi> shadowm: Not coding, it is more a design question. 20131004 03:17:04< shadowm> Okay, ask away. 20131004 03:17:47< fabi> My problem is how to make multihex ranged weapons being handled by the mouse_events class. 20131004 03:17:48< shadowm> jamit: I'm mostly curious why that feature got randomly introduced in the middle of what should be an unrelated commit. 20131004 03:17:58-!- exciton [chuck-the-@89.208.169.104] has quit [Read error: Connection reset by peer] 20131004 03:18:11-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20131004 03:18:15< shadowm> It's kind of concerning when the commit contents aren't exactly as advertised. 20131004 03:18:46< fabi> Meaning how can the player handle a unit with multiple attacks, each with different ranges? 20131004 03:19:36< fabi> My solution so far: 20131004 03:20:03< jamit> shadowm: Not sure. I'll look into it, but "accidentally" is more likely than "stealthily". I do try to stick to copy-and-paste as much as possible when splitting files. 20131004 03:21:11< shadowm> fabi: I have a basic idea in mind, but it really depends on the exact implementation of... whatever it is you are trying to do there. 20131004 03:21:50< shadowm> Once again I hope my guess is completely wrong. 20131004 03:22:10< fabi> What is your guess? 20131004 03:22:21< shadowm> jamit: Okay. 20131004 03:22:43< shadowm> fabi: Is this about implementing weapon ranges that do not require the attacker to be adjacent to its target? 20131004 03:22:50< fabi> yeah 20131004 03:23:28< shadowm> Henceforth I dub those "hyper-ranged" attacks. 20131004 03:24:00< shadowm> Okay, so do they have a radius attribute or do they always allow a unit on one corner of the map to attack another on the opposite corner? 20131004 03:24:24< fabi> [attack] min_range=2 max_range=3 20131004 03:24:42< jamit> shadowm: I'm not seeing it quickly, so I'll have to postpone looking into it for a while. Next week or next weekend, probably. 20131004 03:25:10< shadowm> jamit: It's not important if you don't recall off the top of your head. 20131004 03:25:23< jamit> Now I'm really off. 20131004 03:25:27< shadowm> fabi: Excellent, then when selecting the attack, have the attacker move within the minimum range (if too close) or the maximum range (if too far). 20131004 03:25:32-!- jamit [~jamit@wesnoth/developer/jamit] has quit [Quit: Leaving.] 20131004 03:25:59< shadowm> Replace minimum or maximum with whatever words best suit the facts since this kind of thing gets my easily confused anyway. 20131004 03:26:31< fabi> My prototype is already doing the first thing. 20131004 03:27:02< fabi> I mean, it does not move away yet, the moving in for attack is already in place. 20131004 03:27:17< fabi> I was satisfied with the result but then I recognized: 20131004 03:28:09< fabi> There is no more way to simulate a combat for the weapons with smaller ranges. 20131004 03:28:50< fabi> Not with one action. You can of course move the unit to the location and simulate then. 20131004 03:29:19< fabi> But that already changes the game state and might not be undoable. 20131004 03:29:46< fabi> simulate == using the attack prediction pane 20131004 03:35:42< shadowm> Yeah, I don't think I can provide useful advice in this case. I'm not keen on breaking Wesnoth's gameplay design and I honestly can't give much thought to the matter atm with my kilometric to-do list. 20131004 03:37:10-!- Turuk [~Turuk@cpe-65-29-217-233.cinci.res.rr.com] has joined #wesnoth-dev 20131004 03:46:54-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131004 03:57:37-!- irker931 [~irker@ai0867.net] has joined #wesnoth-dev 20131004 03:57:37< irker931> wesnoth: Turuk wesnoth-old:master b5dc6c2ab847 / data/campaigns/Son_Of_The_Black_Eye/maps/01_End_of_Peace.map: SotBE S1: Add hex to AI keep to increase recruitment for new AI, reduce starting http://git.io/1s_uwQ 20131004 03:59:44< fabi> shadowm: Okay, then let my ask precise questions. There is the feature to highlight attackable enemies. But it only highlights those being attackable without any movement. 20131004 04:01:16< fabi> I like to implement that it highlights attackable hexes dynamically, based from the mouse over hex. 20131004 04:02:41< fabi> That is independent from hyper-ranged attacks. And makes more sense in my opinion regarding that we already highlight attackable units. 20131004 04:17:49-!- Ivanovic_ [~ivanovic@x2f3f90b.dyn.telefonica.de] has joined #wesnoth-dev 20131004 04:17:49-!- Ivanovic_ [~ivanovic@x2f3f90b.dyn.telefonica.de] has quit [Changing host] 20131004 04:17:49-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20131004 04:21:28-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20131004 04:21:43-!- Ivanovic_ is now known as Ivanovic 20131004 04:26:41< irker931> wesnoth: mattsc wesnoth-old:master 574714ad7cd4 / data/core/macros/ai_controller.cfg: AI_CONTROLLER macro: use correct syntax for protecting side http://git.io/qlvS1w 20131004 04:43:18< irker931> wesnoth: Turuk wesnoth-old:master 84c0ebaa80ff / data/campaigns/Son_Of_The_Black_Eye/scenarios/01_End_of_Peace.cfg: SotBE S1: Changes to difficulty levels to improve AI http://git.io/YrPYGg 20131004 05:04:53-!- travis-ci [~travis-ci@ec2-54-234-135-5.compute-1.amazonaws.com] has joined #wesnoth-dev 20131004 05:04:53< travis-ci> [travis-ci] wesnoth/wesnoth-old#675 (master - 84c0eba : Turuk): The build has errored. 20131004 05:04:53< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/12119334 20131004 05:04:53-!- travis-ci [~travis-ci@ec2-54-234-135-5.compute-1.amazonaws.com] has left #wesnoth-dev [] 20131004 05:20:45< irker931> wesnoth: Turuk wesnoth-old:master fc5a10710d69 / data/campaigns/Son_Of_The_Black_Eye/scenarios/01_End_of_Peace.cfg: SotBE S1: Cleaned up recruit code. http://git.io/bNV7yw 20131004 05:25:31-!- Turuk [~Turuk@cpe-65-29-217-233.cinci.res.rr.com] has quit [Quit: Turuk] 20131004 05:36:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 05:36:30-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20131004 05:39:51-!- Gaambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20131004 05:55:28-!- travis-ci [~travis-ci@ec2-54-234-135-5.compute-1.amazonaws.com] has joined #wesnoth-dev 20131004 05:55:28< travis-ci> [travis-ci] wesnoth/wesnoth-old#676 (master - fc5a107 : Turuk): The build has errored. 20131004 05:55:28< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/12120010 20131004 05:55:28-!- travis-ci [~travis-ci@ec2-54-234-135-5.compute-1.amazonaws.com] has left #wesnoth-dev [] 20131004 05:55:54-!- EliDupree [~quassel@66-189-34-122.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 264 seconds] 20131004 06:19:48< shadowm> AI0867: Can we delete this already? https://github.com/wesnoth/wesnoth-unfinished 20131004 06:20:12< shadowm> It's essentially broken crap. And I don't think esr was going to use it anyway. 20131004 06:20:19< shadowm> *, and 20131004 06:32:12< AI0867> yeah, I guess we should 20131004 06:33:08< AI0867> done 20131004 06:34:21< irker931> wesnoth: Ignacio R. Morelle website:master 11f1f003d14a / gettext.wesnoth.org/ (bin/.htaccess stats/.htaccess): gettext.w.o: Deny web access to bin/ and stats/ http://git.io/UlnTlg 20131004 06:34:24< irker931> wesnoth: Ignacio R. Morelle website:master 9ed4ee12d662 / gettext.wesnoth.org/bin/update-gettext-stats: gettext.w.o: Use an external file with GitHub auth info for Wescamp http://git.io/n7WWXA 20131004 06:58:30-!- mattsc [~mattsc@154.20.32.246] has quit [Quit: Ciao] 20131004 06:59:25-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20131004 07:17:34-!- Jetrel_new [~richard_k@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Read error: Connection reset by peer] 20131004 07:20:27-!- Jetrel_new [~richard_k@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20131004 07:38:06-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20131004 07:42:19-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20131004 07:56:38-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20131004 08:02:33-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Quit: Bye] 20131004 08:05:15-!- Gallaecio_ [~quassel@84.120.112.34.dyn.user.ono.com] has quit [Quit: No Ping reply in 180 seconds.] 20131004 08:09:42-!- nurupo is now known as nurupo|away 20131004 08:12:16-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20131004 08:12:40-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has joined #wesnoth-dev 20131004 08:12:40-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has quit [Changing host] 20131004 08:12:40-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20131004 08:13:50-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20131004 08:16:02-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20131004 08:18:29-!- Gallaecio [~quassel@84.120.112.34.dyn.user.ono.com] has joined #wesnoth-dev 20131004 08:19:21-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20131004 08:50:36-!- boucman_work [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20131004 09:20:59-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20131004 09:38:44-!- LordBob_ [~LordBob_@2a01:e34:ee82:47e0:21e:c2ff:fe01:261f] has joined #wesnoth-dev 20131004 09:51:38-!- H-Hour [~H-Hour@cpc7-sgyl35-2-0-cust428.18-2.cable.virginmedia.com] has joined #wesnoth-dev 20131004 10:00:13< vultraz> hey LordBob_ 20131004 10:00:31< LordBob_> Hello Vultraz 20131004 10:20:14-!- irker931 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20131004 10:41:07-!- Octalot [~noct@host86-136-120-193.range86-136.btcentralplus.com] has joined #wesnoth-dev 20131004 10:53:23-!- thunderstruck [~thunderst@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20131004 10:57:49< vultraz> LordBob_: I have a question: for your scenery works, do you start with a lineart, or do you start with vague brush strokes to "hint" an area, then add more detail? 20131004 10:59:06< vultraz> also, what brush do you use, in general. I can't seem to find a suitable one in gimp 20131004 10:59:59< LordBob_> Both methods are valid ones, it depends on what feels more comfortable. I tend to sketch with lines because I've drawn far longer than I've painted and drawing is really my forte, but some people find it easier to think with coloured masses 20131004 11:00:08-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131004 11:01:34< LordBob_> As for brushes, as do the early sketching phases with very simple brushes : opaque round brush, sometimes an airbrush, and third one with pressure-sensitive opactiy 20131004 11:02:23< LordBob_> Complex stuff such as textured brushes usually comes later, once I've blocked the shapes and masses 20131004 11:02:46< LordBob_> Just gimme a minute and I'll muster a quick example 20131004 11:07:53-!- mjs-de [~mjs-de@d189074.adsl.hansenet.de] has joined #wesnoth-dev 20131004 11:08:22-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 11:35:45< LordBob_> vultraz: here's an example of applying the above method 20131004 11:35:47< LordBob_> https://www.dropbox.com/s/1ybz54n3snfylr8/sample.jpg 20131004 11:39:20< vultraz> wow 20131004 11:39:30< vultraz> impressive for a quick sample :O 20131004 11:39:37-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 256 seconds] 20131004 12:03:29< LordBob_> vultraz: essentially, the idea is to keep brushes simple and few in the early stages so that you can focus on shapes and masses without getting distracted by techinal thingambebobs. Besides, a brush is only as good as the hand holding it so it doesn't really matter which one(s) you use in the early phases. Just pick something you feel at ease with. 20131004 12:04:02< LordBob_> Anyway, I'll be going now but don't heisitate to share you WIPs ;) 20131004 12:39:08-!- Kostic [~marko@85.202.113.32] has joined #wesnoth-dev 20131004 12:40:53-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has joined #wesnoth-dev 20131004 13:06:14-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has quit [Ping timeout: 264 seconds] 20131004 13:11:09-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has joined #wesnoth-dev 20131004 13:22:08-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20131004 13:35:45-!- flix [~flix@37-5-10-145-dynip.superkabel.de] has quit [Quit: Leaving.] 20131004 13:41:10-!- _Coffee [~david@ppp121-45-28-250.lns20.adl2.internode.on.net] has quit [Quit: Konversation terminated!] 20131004 14:00:14-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has quit [Ping timeout: 264 seconds] 20131004 14:16:43-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has joined #wesnoth-dev 20131004 14:42:10-!- horon [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has joined #wesnoth-dev 20131004 14:43:28-!- Kostic [~marko@85.202.113.32] has quit [Ping timeout: 240 seconds] 20131004 14:50:09-!- Kostic [~marko@85.202.113.53] has joined #wesnoth-dev 20131004 14:51:11-!- flix [~flix@37-5-10-145-dynip.superkabel.de] has joined #wesnoth-dev 20131004 14:55:05-!- Octalot [~noct@host86-136-120-193.range86-136.btcentralplus.com] has quit [Read error: Connection reset by peer] 20131004 15:02:34-!- Kostic [~marko@85.202.113.53] has quit [Remote host closed the connection] 20131004 15:03:29-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131004 15:05:29-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 240 seconds] 20131004 15:06:07-!- irker386 [~irker@ai0867.net] has joined #wesnoth-dev 20131004 15:06:07< irker386> wesnoth: flix wesnoth-old:master e0e12b16c188 / src/ai/recruitment/recruitment.cpp: Show "x" only if domain "ai/recruitment" is used. http://git.io/nScItw 20131004 15:06:24-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20131004 15:08:59-!- Kostic [~marko@85.202.113.46] has joined #wesnoth-dev 20131004 15:12:28-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20131004 15:13:59-!- mattsc [~mattsc@207.230.251.234] has joined #wesnoth-dev 20131004 15:16:30< irker386> wesnoth: flix wesnoth-old:master 22a2ac4e0a3f / data/ai/utils/default_config.cfg src/ai/recruitment/recruitment.cpp: Change default values of recruitment_save_gold. http://git.io/KLJaLA 20131004 15:36:14-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has quit [Ping timeout: 264 seconds] 20131004 15:50:46-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has joined #wesnoth-dev 20131004 15:50:52-!- lipkab [~the_new_l@2001:738:5404:192:e187:5ac9:7a09:6470] has quit [Remote host closed the connection] 20131004 15:51:12-!- Kostic [~marko@85.202.113.46] has quit [Remote host closed the connection] 20131004 15:56:52-!- Kostic [~marko@85.202.113.53] has joined #wesnoth-dev 20131004 16:03:09-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 16:13:48-!- mattsc [~mattsc@207.230.251.234] has quit [Ping timeout: 240 seconds] 20131004 16:14:55-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131004 16:24:01-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20131004 16:33:00-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20131004 16:43:29< irker386> wesnoth: flix wesnoth-old:master 04390c5bac8f / src/ai/recruitment/recruitment.cpp: Changes how the AI decides if a leader is inDanger http://git.io/3OnBBg 20131004 16:45:31< mattsc> flix: does this last change take AI units' ZoCs into account? 20131004 16:46:50< flix> mattsc: Hi! Yes, it should. Let me take another look. 20131004 16:48:10< mattsc> flix: okay, I'm not decided on whether it should be done one way or another, I'm just curious. 20131004 16:50:56< flix> mattsc: power_protection() uses get_enemy_dstsrc(), and there the ZoCs are taken into account. 20131004 16:51:21< mattsc> flix: okay, that's what I thought. 20131004 16:58:59< flix> mattsc: Do you have an idea how the aspects "passive_leader", "passive_leader_shares_keep", "leader_ignores_keep" could be changed to work with multiple leaders? 20131004 17:01:16< mattsc> flix: The guess we could change them that they take either yes/no or and comma-separated list of unit IDs. 20131004 17:01:17< flix> mattsc: I'm just asking for the syntax of the aspect. E.g. if a scenario editor wants leader1 to be passive. I haven't any ideas yet... 20131004 17:01:36< mattsc> *I guess ... 20131004 17:01:51< mattsc> yes/no would apply to all leaders. 20131004 17:03:11< flix> mattsc: hmm, would unit IDs work? Because once you said something like "unit IDs are bad, locations are better" (I don't know why though) 20131004 17:03:49< mattsc> The reason was that it is possible to have the same ID for several units. 20131004 17:04:09< mattsc> It's bad style to do that though, so I'd claim that's the scenario designers own fault in that case. 20131004 17:04:52< flix> mattsc: I see. Do you think those 3 aspects are something for the Easy-Coding-Page? 20131004 17:05:34< mattsc> There also was the problem that in MP games, the AI automatically got the faction name assigned as ID for the leader (so if several AIs used the same faction, their leaders had the same IDs), but I fixed that some while ago. 20131004 17:05:40-!- EliDupree [~quassel@66-189-34-122.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20131004 17:06:39< mattsc> flix: setting the aspects up so that they can take these types of values: yes. Putting the code behind it to handle those: I have no idea. 20131004 17:06:57< mattsc> flix: As in, I have no idea if that is easy or complex coding. 20131004 17:08:34< irker386> wesnoth: mattsc wesnoth-old:master 0ef41090c043 / data/core/macros/ (ai.cfg ai_controller.cfg): Move AI_CONTROLLER_ALLOW_LEADER_CONTROL macro http://git.io/9R9-3A 20131004 17:08:36< irker386> wesnoth: mattsc wesnoth-old:master 51e1a3f56b11 / data/core/macros/ai_controller.cfg: Add AI_CONTROLLER_ALLOW_UNIT_CONTROL macro http://git.io/dShH6Q 20131004 17:08:51< flix> mattsc: I'd say it's rather easy. The type of the aspects have to be changed from "yes/no" to string and two CAs need to be altered. 20131004 17:09:23< mattsc> flix: okay, sounds good. Put it up then. 20131004 17:09:48< flix> mattsc: Okay, will do it. 20131004 17:15:13-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginmedia.com] has quit [Remote host closed the connection] 20131004 17:18:30< flix> mattsc: http://wiki.wesnoth.org/EasyCoding#Improvements_to_AI 20131004 17:19:18< mattsc> flix: looks good 20131004 17:26:43-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 244 seconds] 20131004 17:37:43-!- timotei__ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20131004 17:40:03< irker386> wesnoth: mattsc wesnoth-old:master d8ab095a9c7e / data/campaigns/Son_Of_The_Black_Eye/scenarios/03_Toward_Mountains_of_Haag.cfg: SotBE S3: allow control of Grüü http://git.io/o1VZnA 20131004 17:41:08-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 240 seconds] 20131004 17:49:46-!- timotei__ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 245 seconds] 20131004 17:50:56-!- timotei__ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20131004 17:51:00< irker386> wesnoth: flix wesnoth-old:master dde6035f6211 / src/ai/testing/ca.cpp: Let MOVE_LEADER_TO_KEEP CA handle multiple leaders http://git.io/alwhCw 20131004 17:54:21< irker386> wesnoth: flix wesnoth-old:master 2c33cc013318 / changelog: Update changelog. http://git.io/Qp7j_A 20131004 17:58:06< mattsc> flix: don't forget to put all of this into the release notes as well 20131004 17:58:41< flix> mattsc: yes, it's on my todo list :) 20131004 17:58:52< mattsc> flix: ... and the players' changelog, I guess. 20131004 17:58:57< mattsc> flix: okay, good :) 20131004 18:00:20< flix> mattsc: but I guess the last change shouldn't be on the player's changelog, because the aren't any scenarios with multiple (AI) leaders yet, right? 20131004 18:02:13< mattsc> flix: I would put it in. There are some mainline campaigns that have multiple leaders in some scenarios (I think LoW does), and it definitely happens in UMC. 20131004 18:02:27-!- boucman [~rosen@2a02-8428-034f-f800-417d-60d8-d44d-ef3e.rev.sfr.net] has joined #wesnoth-dev 20131004 18:02:28-!- boucman [~rosen@2a02-8428-034f-f800-417d-60d8-d44d-ef3e.rev.sfr.net] has quit [Changing host] 20131004 18:02:29-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20131004 18:02:31< mattsc> flix: whether this option is used or not is a different question. 20131004 18:02:41-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20131004 18:02:54-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20131004 18:03:09< mattsc> flix: oh, there might not be AI-controlled sides with multiple leaders, that's probably true... 20131004 18:04:01< mattsc> flix: so I think you could argue whether this should be in the players changelog either way. Just do it however you prefer. 20131004 18:06:08< flix> mattsc: can we figure out somehow if there are some scenarios with multiple, AI-controlled leaders? What to grep for? :D 20131004 18:06:44< mattsc> flix: I am quite certain that there are not, as the AI so far could not handle them. 20131004 18:06:49-!- horon [~horon@nttkyo176024.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20131004 18:11:55-!- Octalot [~noct@host86-136-120-193.range86-136.btcentralplus.com] has joined #wesnoth-dev 20131004 18:13:58-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131004 18:18:23-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 260 seconds] 20131004 18:25:45-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131004 18:33:02< irker386> wesnoth: Pierre T wesnoth-old:asio_umcd f974890fbf99 / / (118 files in 23 dirs): Update email address. http://git.io/7wnZqQ 20131004 18:33:49-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has joined #wesnoth-dev 20131004 18:34:41-!- mattsc [~mattsc@fw.hia.nrc.ca] has left #wesnoth-dev [] 20131004 18:35:14-!- mattsc 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[Read error: Connection reset by peer] 20131004 21:08:14-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131004 21:15:48< irker386> wesnoth: mattsc wesnoth-old:master 2dca3f9795bf / data/campaigns/Son_Of_The_Black_Eye/ (19 files in 2 dirs): SotBE: reorganize death macros to avoid code duplication http://git.io/HbrMyg 20131004 21:15:50-!- lipkab2 [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131004 21:16:26-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 245 seconds] 20131004 21:16:41-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 245 seconds] 20131004 21:28:11-!- trewe [~trewe@87.196.0.225] has joined #wesnoth-dev 20131004 21:28:42-!- trewe [~trewe@87.196.0.225] has quit [Client Quit] 20131004 21:30:38< irker386> wesnoth: mattsc wesnoth-old:master 430884515313 / data/campaigns/Son_Of_The_Black_Eye/scenarios/03_Toward_Mountains_of_Haag.cfg: SotBE S3: give the dwarves one more 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data/campaigns/Son_Of_The_Black_Eye/scenarios/03_Toward_Mountains_of_Haag.cfg: SotBE S3: make dwarf leader face Kapou'e http://git.io/WU157g 20131004 22:23:02-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has quit [Ping timeout: 264 seconds] 20131004 22:28:08-!- gfgtdf [~chatzilla@f054134046.adsl.alicedsl.de] has joined #wesnoth-dev 20131004 22:36:24-!- _Coffee [~david@ppp121-45-28-250.lns20.adl2.internode.on.net] has joined #wesnoth-dev 20131004 22:37:15-!- trewe [~trewe@87.196.0.225] has joined #wesnoth-dev 20131004 22:41:01-!- wesbot changed the topic of #wesnoth-dev to: current repo: https://github.com/wesnoth/wesnoth-old (Please read the dev-ml for the latest status!) | 198 bugs, 339 feature requests, 28 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20131004 22:43:23-!- exciton_ [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20131004 22:47:11-!- exciton [chuck-the-@89.208.169.104] has quit [Ping timeout: 260 seconds] 20131004 23:04:27-!- exciton_ [chuck-the-@89.208.169.104] has quit [Ping timeout: 260 seconds] 20131004 23:05:28-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20131004 23:08:30-!- justinzane [~justinzan@tiny.justinzane.com] has quit [Ping timeout: 264 seconds] 20131004 23:12:08-!- lipkab2 [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Read error: Connection reset by peer] 20131004 23:17:42-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20131004 23:27:28-!- gfgtdf_ [~chatzilla@f054143191.adsl.alicedsl.de] has joined #wesnoth-dev 20131004 23:28:57-!- thunderstruck [~zaibotren@cpc5-sgyl29-2-0-cust174.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20131004 23:29:30-!- gfgtdf [~chatzilla@f054134046.adsl.alicedsl.de] has quit [Ping timeout: 264 seconds] 20131004 23:29:38-!- gfgtdf_ is now known as gfgtdf 20131004 23:30:00< _Coffee> ping thunderstruck 20131004 23:30:51< thunderstruck> _Coffee: Hi. 20131004 23:31:17< _Coffee> thunderstruck: are you still working on redesigning the MP/single player interface screen 20131004 23:31:21< _Coffee> ? 20131004 23:32:26< thunderstruck> _Coffee: Yes, I still have that idea in mind. But I was not doing anything to it after we talked last time. 20131004 23:32:47< _Coffee> maybe it would be a good idea to make a forum thread 20131004 23:33:05< _Coffee> I can do a better version of the mock up I sent you 20131004 23:33:19< _Coffee> and I've got a bit of time over the next week 20131004 23:34:19< thunderstruck> _Coffee: Yes, it would. I would do that soon. 20131004 23:34:33-!- mjs-de [~mjs-de@d189074.adsl.hansenet.de] has quit [Remote host closed the connection] 20131004 23:34:40< _Coffee> that's really all the information that is required isn't it? 20131004 23:34:48< _Coffee> in the game creation part 20131004 23:35:30< thunderstruck> I thought we were talking about game lobby, not creation. 20131004 23:35:52< _Coffee> yeah, the advertised screen as how joining players would see it 20131004 23:36:15< _Coffee> you'd have all of: 20131004 23:36:39< _Coffee> name of game, name of map, n players, map size, era, modifications, and vancant slots, and minimap 20131004 23:36:47< _Coffee> that's not missing anything is it? 20131004 23:37:04< _Coffee> oh, and the icons for observers, gold, income, fog, "use map settings" 20131004 23:37:06< thunderstruck> It's not really enough for a campaign game. 20131004 23:37:23< _Coffee> so you would need the campaign difficulty as well? 20131004 23:37:35< _Coffee> which could be part of the name of the map 20131004 23:38:56< thunderstruck> Yes. And, ideally, we need a way to tell users that they might not be able to join a campaign, because they don't have that campaign installed and a flag is set to disallow to join in such case. 20131004 23:39:09< thunderstruck> (the flag is not implemented yet) 20131004 23:39:24< _Coffee> thunderstruck: that is already catered for (by greying out the selection choice) 20131004 23:39:39< thunderstruck> Yes, but it might be unclear why. 20131004 23:39:48< thunderstruck> I have an idea for that. 20131004 23:40:05< thunderstruck> I would like that users would be able to directly download add-ons from a lobby. 20131004 23:40:21< _Coffee> ah, this idea has come up before ;) 20131004 23:40:25< _Coffee> on the forums 20131004 23:40:27< thunderstruck> E.g. if they can't join a game because they don't have something installed, they could quickly download that thing. 20131004 23:40:42< _Coffee> that would be good 20131004 23:40:53< _Coffee> I suspect that might be hard to implement 20131004 23:41:07< _Coffee> although you can sort of do it already by opening 2 instances of wesnoth 20131004 23:41:14< _Coffee> and going back to the main screen on the first 20131004 23:41:15< thunderstruck> I guess that depends on how modular is add-on code. 20131004 23:41:44< thunderstruck> Because after my changes, it is now possible to reload main game config whenever you want. 20131004 23:41:52< _Coffee> whatever happens in 1.10.7 when you press F5 is what you need to do to get a new addon to work 20131004 23:41:54< thunderstruck> So, that's not an obstacle anymore. 20131004 23:41:57< _Coffee> on the main screen 20131004 23:42:06< _Coffee> oh 20131004 23:42:14< _Coffee> that's right 20131004 23:42:18< thunderstruck> :) 20131004 23:42:23< _Coffee> in 1.11 you don't have to press F5 20131004 23:42:29< _Coffee> thanks for doing that 20131004 23:42:35< thunderstruck> Hmm.. 20131004 23:42:45< thunderstruck> What do you mean you don't need to press F5? 20131004 23:42:50< _Coffee> it saves me time this kind of thing when testing 20131004 23:43:08< _Coffee> well, in 1.10.7 if you press F5 on the mian screen it reloads all the configs 20131004 23:43:22< _Coffee> so, any changes to addons get updated for gameplay purposes 20131004 23:43:28< _Coffee> like if you restarted wesnoth 20131004 23:43:41< _Coffee> looks like you don't have to do that in 1.11.x 20131004 23:44:24< thunderstruck> Well, I didn't change that. But I made it possible to reload all the configs anywhere in the game, not just main screen. 20131004 23:44:43< _Coffee> interesting 20131004 23:45:01< _Coffee> that would make it much easier for custom terrain and content in MP maps 20131004 23:45:23< _Coffee> at the moment few authors use custom terrain because of the need for the addon to be installed 20131004 23:45:38< _Coffee> and similarly for new unit_types 20131004 23:46:45< _Coffee> so how would it work out of interest if you didn't have the addon but wanted to join? 20131004 23:46:55< thunderstruck> And just to clarify: user can't reload all the configs anywhere, whenever he likes. It is done programatically. 20131004 23:47:08< thunderstruck> Whenever it is needed. E.g. loading a campaign. 20131004 23:47:23< _Coffee> so automatically? 20131004 23:47:30< thunderstruck> Yes. 20131004 23:47:44< _Coffee> you would need to encode a unique addon ID of some sort into the game creation screen area 20131004 23:48:02< _Coffee> I assume they already have a unique ID of some kind to refer to 20131004 23:48:48< _Coffee> only thing I would mention is that you might want the user to be able to choose whether or not to download the addon 20131004 23:48:57< _Coffee> so players do not cheat... 20131004 23:49:09< thunderstruck> Yes, that should be optional. 20131004 23:49:17< thunderstruck> And only a suggestion. 20131004 23:49:47< _Coffee> that would be a big improvement 20131004 23:49:59< thunderstruck> But I'm not sure about the add-on client code. It should be modular enough for this. I.e. it should work without a GUI. 20131004 23:50:08< thunderstruck> I mean independant of GUI. 20131004 23:50:19< thunderstruck> Err.. not tied to a GUI* 20131004 23:50:44< thunderstruck> And then, we would just have to trigger a config reload after add-on is downloaded. 20131004 23:50:50< _Coffee> yes 20131004 23:50:56< _Coffee> and check that the game is still active 20131004 23:51:03< _Coffee> in case it is a large download 20131004 23:51:37< _Coffee> or just dump you back to the MP lobby screen to rejoin manually 20131004 23:51:38< thunderstruck> I bet server code is already smart enough and checks that when user joins a game. 20131004 23:52:11< _Coffee> thunderstruck: worht not assuming anything :P 20131004 23:52:38< _Coffee> but I think that players would really appreciate this feature if implemented in any form 20131004 23:53:25< thunderstruck> We should discuss this to shadowm, I think. 20131004 23:53:49< _Coffee> yeah, shadowm seems to know a bit about everything here 20131004 23:54:05< thunderstruck> IIRC, he knows the add-on code well. 20131004 23:55:25< thunderstruck> Back to lobby game item's: I'll do a forum post and explain there that is also needed for a campaigns. 20131004 23:56:04< _Coffee> I'll do a better mockup for my interpretation and post a response if you create the thread 20131004 23:56:20< thunderstruck> Actually, something is already implemented. If you would go to MP, choose "Campaigns" from drop-down on the top, and then choose LoW. 20131004 23:56:56< thunderstruck> You could connect to the lobby with other instance of Wesnoth and see that it displays a little bit information about campaign as well. 20131004 23:57:22< shadowm> Yes, it should be possible to create an add-ons client instance to do stuff with it directly and the only GUI it will display on its own is the network transmission dialog. 20131004 23:57:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 256 seconds] 20131004 23:58:00< shadowm> I had specifically refactored that code in 1.11.0 with a "download required add-ons from MP lobby" use case in mind. 20131004 23:58:59< _Coffee> thunderstruck: just tried it -- not bad --- Log closed Sat Oct 05 00:00:24 2013