--- Log opened Sat Nov 09 00:00:34 2013 20131109 00:24:25-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20131109 00:24:52-!- Ingmar [~ingmar@exherbo/developer/ingmar] has quit [Quit: leaving] 20131109 00:25:01-!- Ingmar [~ingmar@tchaikovsky.exherbo.org] has joined #wesnoth-dev 20131109 00:25:01-!- Ingmar [~ingmar@tchaikovsky.exherbo.org] has quit [Changing host] 20131109 00:25:01-!- Ingmar [~ingmar@exherbo/developer/ingmar] has joined #wesnoth-dev 20131109 00:26:02-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20131109 00:38:40-!- Coffee_irc [~david@ppp121-45-32-108.lns20.adl2.internode.on.net] has quit [Ping timeout: 260 seconds] 20131109 00:41:27-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: Ciao] 20131109 01:19:57-!- noy [~Noy@50.98.14.44] has joined #wesnoth-dev 20131109 01:19:59-!- noy [~Noy@50.98.14.44] has quit [Changing host] 20131109 01:19:59-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 01:20:05-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Quit: Bye] 20131109 01:26:21-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 01:39:10-!- prkc_ [~negusnyul@catv-188-142-168-46.catv.broadband.hu] has quit [Ping timeout: 245 seconds] 20131109 01:41:55-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 01:45:05-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 01:50:02-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 264 seconds] 20131109 02:09:22-!- mattsc [~mattsc@154.20.32.246] has joined #wesnoth-dev 20131109 02:44:50-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 02:50:07-!- gfgtdf [~chatzilla@d148112.adsl.hansenet.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 24.0/20130910160258]] 20131109 02:50:37-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 03:07:45-!- Samual_ [diotecktec@xonotic/core-team/Samual] has quit [Ping timeout: 244 seconds] 20131109 03:08:56-!- Samual [diotecktec@xonotic/core-team/Samual] has joined #wesnoth-dev 20131109 03:11:44-!- Octalot [~noct@host86-129-10-125.range86-129.btcentralplus.com] has quit [] 20131109 03:12:59-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20131109 03:30:05-!- jamit [~jamit@wesnoth/developer/jamit] has joined #wesnoth-dev 20131109 03:31:39< jamit> anonymissimus: Ack, I should have known that -1 was sloppy. 20131109 03:32:21< jamit> anonymissimus: I'll change that this with this weekend's update. 20131109 03:33:49-!- rjaguar3 [8cb4be0d@gateway/web/freenode/ip.140.180.190.13] has joined #wesnoth-dev 20131109 03:37:31< rjaguar3> There's a compile-time bug in a487e247 (duplicate /* in comment, line 185 of src/unit_animation.cpp) 20131109 03:48:46-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 03:49:10-!- Fortescue [Fortescue@cpe-65-189-245-210.woh.res.rr.com] has joined #wesnoth-dev 20131109 03:56:27-!- Ivanovic_ [~ivanovic@x2f4a766.dyn.telefonica.de] has joined #wesnoth-dev 20131109 03:56:35< AI0867> 21:30 < gfgtdf> is there a good way to enable travis builds on a forked repo without having it posted here? i mean is there an easy way to change the travis.yml file on a forked repo but ignoring it when i merge or make a pull request ? <-- not really. The only config is .travis.yml, so you'll have to fix the not-merging yourself 20131109 03:59:52-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20131109 04:00:21-!- Ivanovic_ is now known as Ivanovic 20131109 04:01:17-!- rjaguar3 [8cb4be0d@gateway/web/freenode/ip.140.180.190.13] has quit [Ping timeout: 250 seconds] 20131109 04:06:56-!- jamit [~jamit@wesnoth/developer/jamit] has quit [Quit: Leaving.] 20131109 04:07:42-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 04:12:53-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 248 seconds] 20131109 04:24:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 04:31:09-!- Upth [~ogmar@108-85-91-228.lightspeed.frokca.sbcglobal.net] has joined #wesnoth-dev 20131109 04:46:55-!- Samual [diotecktec@xonotic/core-team/Samual] has quit [Ping timeout: 252 seconds] 20131109 05:27:49-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 05:38:43-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 06:00:31-!- Samual [diotecktec@xonotic/core-team/Samual] has joined #wesnoth-dev 20131109 06:03:11-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 06:05:27-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 06:06:42-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 06:27:26-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 06:29:59-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 06:33:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 06:37:05-!- mattsc [~mattsc@154.20.32.246] has quit [Quit: Ciao] 20131109 06:48:46-!- tomreyn_ [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20131109 06:52:39-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Ping timeout: 272 seconds] 20131109 07:10:57-!- tomreyn_ [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn_] 20131109 07:14:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 07:20:00-!- nurupo is now known as nurupo|away 20131109 07:20:45-!- mjs-de [~mjs-de@f048005023.adsl.alicedsl.de] has joined #wesnoth-dev 20131109 07:24:40-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 07:28:39< shadowm> src/unit_animation.cpp:185:3: error: "/*" within comment [-Werror=comment] 20131109 07:28:58< shadowm> Someone doesn't compile before committing. 20131109 07:30:46-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 07:31:25-!- irker827 [~irker@ai0867.net] has joined #wesnoth-dev 20131109 07:31:26< irker827> wesnoth: Ignacio R. Morelle wesnoth-old:master d145186d7e7f / src/unit_animation.cpp: Fix gcc warning regarding a malformed comment block http://git.io/Jua6VQ 20131109 07:37:35-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 07:45:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20131109 07:49:34-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 08:08:12-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 08:10:52-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 08:34:25-!- Ivanovic [~ivanovic@x2f4a766.dyn.telefonica.de] has quit [Changing host] 20131109 08:34:25-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20131109 08:36:51-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20131109 08:37:35-!- boucman [~rosen@wesnoth/developer/boucman] 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#wesnoth-dev 20131109 14:18:11-!- irker808 [~irker@ai0867.net] has joined #wesnoth-dev 20131109 14:18:11< irker808> wesnoth: David Mikos wesnoth-old:master 78abfbc3b4a5 / src/unit_animation.cpp: implement parallel 'if' or 'else' statement support for animation WML. http://git.io/IoB-1A 20131109 14:18:11< irker808> wesnoth: David Mikos wesnoth-old:master c9230fb69ba9 / : Merge branch 'master' of github.com:wesnoth/wesnoth-old http://git.io/vIzuzA 20131109 14:18:11< irker808> wesnoth: David Mikos wesnoth-old:master 9799bb044fd3 / data/core/units/humans/Loyalist_Spearman.cfg: AnimationWML: fix spearman standing direction. http://git.io/808xQQ 20131109 14:18:12< irker808> wesnoth: David Mikos wesnoth-old:master bdbd9e577b15 / data/core/macros/animation-utils.cfg: AnimationWML: make use of new parallel 'if' support for chill wave macro. http://git.io/btO6hw 20131109 14:18:40< bumbadadabum> Coffee_irc: Oh I see I made a mistake with the spearman? 20131109 14:18:54< Coffee_irc> bumbadadabum: wow, that was quick :P 20131109 14:18:58< Coffee_irc> bumbadadabum: yeah 20131109 14:19:14< bumbadadabum> it actually still worked 20131109 14:19:25< Coffee_irc> the direction was set at the start of the standing, and then also in the 'if' block 20131109 14:19:26< bumbadadabum> but I guess I'm a dumb 20131109 14:19:29< Coffee_irc> one was redundant 20131109 14:19:33< bumbadadabum> yeah I see 20131109 14:20:04< Coffee_irc> the new code I just pushed allows for parallel 'if' 'else' support 20131109 14:20:10< Coffee_irc> in the animation WML code 20131109 14:20:12< bumbadadabum> zookeeper: I still want to talk about the pull request 20131109 14:20:34< bumbadadabum> Coffee_irc: Ah cool I'll update it for the dwarvish thunderers 20131109 14:21:43< Coffee_irc> it's still not 100%, because it doesn't deal with 'if' blocks that are smaller than the scope of the parent frame block 20131109 14:21:58< bumbadadabum> hmm? 20131109 14:22:02< Coffee_irc> but pretty close to working with any case you throw at it 20131109 14:22:17< Coffee_irc> this was a problem before (in case you are wondering) 20131109 14:22:23< bumbadadabum> well in this case it's a {SOUND:HIT_AND_MISS} at the end 20131109 14:22:43< Coffee_irc> those will all work fine 20131109 14:23:14< Coffee_irc> the case I am talking about is if the whole animation block has 'miss=hit,kill' and the condition is 'hit' 20131109 14:23:25< bumbadadabum> ah 20131109 14:23:30< Coffee_irc> like for the fencer defense 20131109 14:23:50< Coffee_irc> I plan to fix that too 20131109 14:25:10< Coffee_irc> all the dwarf animations can be simplified without problem I think 20131109 14:25:38< bumbadadabum> ok 20131109 14:25:45< bumbadadabum> I'll do that once I'm done with the pull request 20131109 14:26:06< Coffee_irc> bumbadadabum: I made a miss animation for the dark adept too 20131109 14:26:16< bumbadadabum> oh cool 20131109 14:26:25< Coffee_irc> I don't know how good it is 20131109 14:27:32< bumbadadabum> I'll check 20131109 14:31:20-!- horon [~horon@nttkyo386211.tkyo.nt.ngn2.ppp.infoweb.ne.jp] has quit [Quit: Leaving...] 20131109 14:48:29-!- mattsc [~mattsc@154.20.32.246] has joined #wesnoth-dev 20131109 15:00:10-!- Alarantalara [~Adium@192-0-128-11.cpe.teksavvy.com] has joined #wesnoth-dev 20131109 15:01:30-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Quit: Távozom] 20131109 15:22:55< irker808> wesnoth: David Mikos wesnoth-old:master 32e3b823274f / data/core/macros/animation-utils.cfg: AnimationWML: fix MISSILE_FRAME_FIREBALL_XY macro position for certain direction http://git.io/rhP7Gg 20131109 15:24:55< irker808> wesnoth: Alarantalara wesnoth-old:master 63ec880f0864 / data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg: Simplify filters with multiple ids is UtBS:3 http://git.io/znJk2Q 20131109 15:24:57< irker808> wesnoth: Alarantalara wesnoth-old:master e2245b5e9a5d / data/campaigns/Under_the_Burning_Suns/scenarios/ (07a_Dealing_with_Dwarves.cfg 07b_Talking_with_Trolls.cfg): Clear saved_x variables once no longer needed. http://git.io/WmVaWg 20131109 15:24:59< irker808> wesnoth: Alarantalara wesnoth-old:master 8b1333aeacbf / data/campaigns/Under_the_Burning_Suns/scenarios/ (3 files): Remove unused ids. http://git.io/zoEpww 20131109 15:25:01< irker808> wesnoth: Alarantalara wesnoth-old:master 847ccce09670 / data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg: Simplify a filter in UtBS:6a http://git.io/73N9-g 20131109 15:39:34< irker808> wesnoth: Alarantalara wesnoth-old:master 8323e6cd217b / data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg: Trolls haven't been green since 1.0 http://git.io/CG5QlQ 20131109 15:41:13-!- gfgtdf [~chatzilla@d148112.adsl.hansenet.de] has quit [Ping timeout: 272 seconds] 20131109 15:41:50< irker808> wesnoth: Alarantalara wesnoth-old:master 2f0ecea7c6fb / data/campaigns/Under_the_Burning_Suns/scenarios/ (05_A_Subterranean_Struggle.cfg 08_Out_of_the_Frying_Pan.cfg): Remove remaining references to green trolls http://git.io/gheXvw 20131109 15:48:28< zookeeper> bumbadadabum, yes? 20131109 15:48:52< bumbadadabum> zookeeper: Well, what do you think the Chocobone's movetype would be? 20131109 15:50:37< irker808> wesnoth: David Mikos wesnoth-old:master af324c3d3942 / src/unit_animation.cpp: AnimationWML: Prune 'if' terrain branches in parallel 'if' blocks like hits or d http://git.io/fAiyLQ 20131109 15:50:37< zookeeper> umm, well, i think they ought to be more agile than horse cavalry on rugged terrain 20131109 15:51:07< bumbadadabum> perhaps on hills 20131109 15:51:21< bumbadadabum> but I wouldn't see an ostrich climb mountains 20131109 15:52:09< zookeeper> if they climb mountains now with movecost 3, then don't change that 20131109 15:52:10< Coffee_irc> bumbadadabum: tey've had a long time to practise ;) 20131109 15:52:29< bumbadadabum> eh I'll revert it completely then 20131109 15:52:38< bumbadadabum> and base the movetype on undeadfoot and not mounted then 20131109 15:52:56< bumbadadabum> maybe change the forest defense 20131109 15:53:09< bumbadadabum> and fungus(?) 20131109 15:53:13< Coffee_irc> not the whole chocobone thing again :P 20131109 15:53:38< Coffee_irc> they are supposedly level 2 remember, and do same damage as level 1 horseman 20131109 15:53:55< Coffee_irc> they need something going for them 20131109 15:54:03< bumbadadabum> Coffee_irc: yeah 20131109 15:56:20< irker808> wesnoth: Alarantalara wesnoth-old:master d224385d7283 / data/campaigns/Under_the_Burning_Suns/scenarios/ (6 files): More elimination of obviously redundant keys http://git.io/UxCpcQ 20131109 15:59:13< bumbadadabum> movement_type=undeadfoot 20131109 15:59:13< bumbadadabum> [movement_costs] 20131109 15:59:13< bumbadadabum> forest=3 20131109 15:59:13< bumbadadabum> [/movement_costs] 20131109 15:59:13< bumbadadabum> [defense] 20131109 15:59:13< bumbadadabum> fungus=50 20131109 15:59:15< bumbadadabum> forest=-70 20131109 15:59:17< bumbadadabum> [/defense] 20131109 15:59:23< bumbadadabum> zookeeper: Does this look good to you then? 20131109 16:00:20< bumbadadabum> Coffee_irc, zookeeper: and maybe a 1 increase to damage? 20131109 16:00:22< zookeeper> what are the changes? 20131109 16:00:38< bumbadadabum> the mp cost and defenses 20131109 16:00:42< zookeeper> ... 20131109 16:00:51< Coffee_irc> bumbadadabum: what have you got against the poor chocobone :P 20131109 16:01:00< zookeeper> dude, tell me what the movement and defense were before and then tell me what your changes would make them 20131109 16:01:09< bumbadadabum> forest 2 and 50% 20131109 16:01:13< zookeeper> i'm not gonna go rummage through the units.cfg to find those out 20131109 16:01:25< bumbadadabum> fungus 1 and 60% 20131109 16:01:48< bumbadadabum> this'll make forest 3 MP and 30% (like a mounted unit) 20131109 16:02:00< Coffee_irc> I for one welcome and an increase in the damage the chocobone can do 20131109 16:02:07< bumbadadabum> and fungus 50% 20131109 16:02:15< zookeeper> all right, looks good then, although i'm not sure about the 2->3MP 20131109 16:02:31< Coffee_irc> as a level 2 he is pretty weak 20131109 16:02:36< bumbadadabum> well, they're riding ostriches 20131109 16:02:46< zookeeper> i wouldn't touch the damage myself, they're pretty horribly deadly already since they take so little retaliation damage from blade and pierce 20131109 16:02:48< bumbadadabum> and those aren't forest dwellers 20131109 16:02:55< bumbadadabum> well 20131109 16:03:01< bumbadadabum> they only have 10% blade resist 20131109 16:03:02< Coffee_irc> zookeeper: you kidding :P 20131109 16:03:13< zookeeper> 10%? well, okay then... 20131109 16:03:20< bumbadadabum> zookeeper: Horsemen have better defenses 20131109 16:03:24< Coffee_irc> these guys are easy to take out 20131109 16:03:39< bumbadadabum> maybe giving them +10% blade resist would help 20131109 16:03:50< bumbadadabum> cost=38 20131109 16:03:52< bumbadadabum> also, this 20131109 16:03:56< zookeeper> all i remember about dealing with chocobones are valley of death from HttT and the vanguard from TRoW, where they were a pain because they were fast and able to charge mages and other weaklings 20131109 16:04:16< bumbadadabum> It's 38 cost for a pretty bad unit 20131109 16:04:41< zookeeper> ...and of course do so at night, making them more dangerous than knights 20131109 16:04:54< bumbadadabum> knights at day deal much more damage 20131109 16:04:58< bumbadadabum> are just as fast 20131109 16:05:03< bumbadadabum> have more HP 20131109 16:05:04< Coffee_irc> zookeeper: the damage is too low to be an actual threat 20131109 16:05:19< bumbadadabum> have a 'safe' option 20131109 16:05:21< zookeeper> yes, but when i'm playing lawfuls myself, i'd rather deal with another lawful charger than a chaotic charger 20131109 16:05:23< bumbadadabum> better resists 20131109 16:05:35< zookeeper> Coffee_irc, if you say so. i don't have current experience. 20131109 16:06:03< Coffee_irc> problem is that they are level 2 and give 16xp 20131109 16:06:18< Coffee_irc> if they were level 1 IMO it would be okay 20131109 16:06:34< bumbadadabum> they die way too easily to be a level 2 20131109 16:07:03< zookeeper> i guess i don't have much more to say, i don't object 20131109 16:07:05 * zookeeper goes to make dinner -> 20131109 16:07:25< bumbadadabum> my suggestions: lower cost a bit, increase HP, and give +10% blade resist 20131109 16:08:08< Coffee_irc> bumbadadabum: do you know what units you have against them in mainline campaigns? 20131109 16:08:23< bumbadadabum> HttT: elves and horsemen 20131109 16:08:29< bumbadadabum> TRoW: loyalists 20131109 16:08:41< bumbadadabum> Liberty: outlaws 20131109 16:08:45< bumbadadabum> or wait 20131109 16:08:49< bumbadadabum> Liberty doesn't use them 20131109 16:09:04< Coffee_irc> you would have access to HI and wose in both on all difficulties I assume? 20131109 16:09:17< bumbadadabum> in TRoW, yes 20131109 16:09:44< bumbadadabum> and in HttT, you should have a few sorceresses by then 20131109 16:10:02< Coffee_irc> all you need is a shaman or an archer on foest to block with elves 20131109 16:10:32< bumbadadabum> ok so 20131109 16:10:35< Coffee_irc> because they won't kill with one hit 20131109 16:10:38< bumbadadabum> lower cost y/n? 20131109 16:10:54< bumbadadabum> or keep that the same now we're buffing the rest 20131109 16:11:33< Coffee_irc> I would vote for making them a proper level 2 unit 20131109 16:12:31< zookeeper> no HI or wose in either campaign, TRoW only has 3 loyal HI which people might or might not get (most probably get 1 or at most 2) 20131109 16:13:05< bumbadadabum> zookeeper: Well but you have swords 20131109 16:13:15< bumbadadabum> in TRoW 20131109 16:13:26< bumbadadabum> and sorceresses in HttT 20131109 16:13:32< bumbadadabum> which can kill them in one turn 20131109 16:14:15< Coffee_irc> this is true, but you have to block first with a shaman or archer then 20131109 16:14:22< Coffee_irc> or they could fall to bad luck 20131109 16:14:25< bumbadadabum> or just a fighter 20131109 16:14:32< bumbadadabum> fighters are cheap, can live an attack 20131109 16:14:36< bumbadadabum> and do 8-4 back 20131109 16:14:58< Coffee_irc> I suppose my play style is different from yours 20131109 16:16:50< Coffee_irc> bumbadadabum: the description for the chocobone is that it moves faster than most cavalry units 20131109 16:16:53< bumbadadabum> I'll go with +10% blade resist for now 20131109 16:17:09< Coffee_irc> the dragoon (level 2) moves 9 20131109 16:17:15< bumbadadabum> maybe 20131109 16:17:15< Coffee_irc> with quick it moves 10 20131109 16:18:08< bumbadadabum> Coffee_irc: Make it 10? 20131109 16:18:29< Coffee_irc> I don't know if that would affect balance 20131109 16:18:45< Coffee_irc> why not just make it move faster on some terrain? 20131109 16:18:54< Coffee_irc> it makes sense that it move faster in water already 20131109 16:19:02< bumbadadabum> it does already do that 20131109 16:19:07< bumbadadabum> maybe 2 forest moves? 20131109 16:19:17< Coffee_irc> that would be my preference 20131109 16:19:25< Coffee_irc> although I am no expert in these things 20131109 16:19:34< bumbadadabum> eh it's faster on most terrains now 20131109 16:20:23< Coffee_irc> I would be in favor of keeping lowish defense and giving 1 extra damage point 20131109 16:20:50< bumbadadabum> ok 20131109 16:20:54< bumbadadabum> [defense] 20131109 16:20:55< bumbadadabum> fungus=50 20131109 16:20:55< bumbadadabum> forest=-70 20131109 16:20:55< bumbadadabum> village=60 20131109 16:20:55< bumbadadabum> [/defense] 20131109 16:20:58< bumbadadabum> I have these defenses 20131109 16:21:32< Coffee_irc> 50% on mushrooms? 20131109 16:21:42< bumbadadabum> undead have 60% 20131109 16:21:46< bumbadadabum> mounted has 20% 20131109 16:21:48< Coffee_irc> I suppose it is undead, but is this possibly not too high? 20131109 16:21:57< bumbadadabum> 40% then? 20131109 16:22:10< irker808> wesnoth: Alarantalara wesnoth-old:master 15627a5a1d1f / data/campaigns/ (8 files in 6 dirs): Clear more instances of upkeep (all campaigns) http://git.io/LPABKg 20131109 16:22:14< Coffee_irc> the loyalists horsemen don't go over 40% defense 20131109 16:22:39< bumbadadabum> also 40% on hills then? 20131109 16:22:42< Coffee_irc> I suspect this is for balance reasons 20131109 16:22:47< bumbadadabum> yes indeed 20131109 16:22:52< bumbadadabum> and logical 20131109 16:22:59< Coffee_irc> otherwise it would have to be taken out with magic attacks 20131109 16:23:38< Coffee_irc> to avoid having to play based on luck 20131109 16:24:01< bumbadadabum> it only has 50% on hills and 60% on mountains now 20131109 16:24:43< Coffee_irc> what do you think, 40% on hills/mushroom and 50% on mountains? 20131109 16:24:56< bumbadadabum> yeah, that'd be ok 20131109 16:25:04< bumbadadabum> but we're making it REALLY frail this way 20131109 16:25:51< Coffee_irc> bumbadadabum: if it is to become a unit that can actually do damage, you need some way to kill it without magical IMO 20131109 16:27:03< Coffee_irc> maybe 50% on hills and 60% on mountains is good, but I would think that it would make the scenario more random 20131109 16:27:24< Coffee_irc> especially if there are a lot of these chocobones 20131109 16:27:30< bumbadadabum> with charge, it's already a big dice roll 20131109 16:27:57-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 16:28:13< Coffee_irc> bumbadadabum: yeah, but you can put out units as carrots for the AI to attack 20131109 16:28:28< bumbadadabum> yeah 20131109 16:28:42< Coffee_irc> so it is not really that random in defense for a player that is skilled 20131109 16:29:07-!- travis-ci [~travis-ci@ec2-54-226-108-81.compute-1.amazonaws.com] has joined #wesnoth-dev 20131109 16:29:08< travis-ci> [travis-ci] wesnoth/wesnoth-old#912 (master - af324c3 : David Mikos): The build has errored. 20131109 16:29:08< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth-old/builds/13732496 20131109 16:29:08-!- travis-ci [~travis-ci@ec2-54-226-108-81.compute-1.amazonaws.com] has left #wesnoth-dev [] 20131109 16:30:30< Coffee_irc> ^ well it compiles fine for me and I don't know why it would error? 20131109 16:30:42< bumbadadabum> Coffee_irc: Travis does that sometimes 20131109 16:32:26< Coffee_irc> bumbadadabum: I am no authority on balancing, but my instinct is to increase the damage to a level 2 amount and lower the defenses and increase resistances a bit 20131109 16:32:42< bumbadadabum> 11-2? 20131109 16:33:00< Coffee_irc> something like that 20131109 16:35:41< bumbadadabum> Ok, my changes: 20131109 16:35:44< bumbadadabum> 1. +3 HP 20131109 16:35:49< bumbadadabum> 2. 20131109 16:35:50< bumbadadabum> [defense] 20131109 16:35:50< bumbadadabum> hills=60 20131109 16:35:50< bumbadadabum> mountains=50 20131109 16:35:50< bumbadadabum> fungus=60 20131109 16:35:50< bumbadadabum> forest=-70 20131109 16:35:52< bumbadadabum> village=60 20131109 16:35:54< bumbadadabum> [/defense] 20131109 16:35:58< bumbadadabum> [resistance] 20131109 16:36:00< bumbadadabum> blade=80 20131109 16:36:02< bumbadadabum> [/resistance] 20131109 16:36:04< bumbadadabum> +2 melee damage 20131109 16:37:23< Coffee_irc> he already has 6 more HP than the deathblade 20131109 16:37:36< bumbadadabum> ok then I won't do that 20131109 16:37:45< Coffee_irc> I think his HP is fine and maybe he is supposed to be a bit weak (being undead) 20131109 16:38:23< bumbadadabum> yeah' 20131109 16:38:39< Coffee_irc> bumbadadabum: remember ostriches can only move forwards so are easy to hit ;) 20131109 16:39:08< bumbadadabum> I don't really have ostriches where I live so I don't know 20131109 16:39:24< bumbadadabum> I just know they run pretty fast 20131109 16:41:34< Coffee_irc> well, looks good to me and the blade resist would make it the same as the knight 20131109 16:41:47< bumbadadabum> ok 20131109 16:43:26< bumbadadabum> I'll commit it then 20131109 16:43:36< bumbadadabum> and get to the simplification of the dwarves 20131109 16:45:08< bumbadadabum> Coffee_irc: I don't remember, was my change to the Death Knight good yet? 20131109 16:45:15< bumbadadabum> with the changes resists 20131109 16:45:23< bumbadadabum> I don't recall anyone complaining 20131109 16:47:31< Coffee_irc> bumbadadabum: you added submerge? 20131109 16:47:41< bumbadadabum> and gave them skeletal resists 20131109 16:47:46< Coffee_irc> ? 20131109 16:47:54< bumbadadabum> they had the lich resists 20131109 16:47:55< Coffee_irc> still shows non skeletal resist here 20131109 16:48:02< bumbadadabum> it's not committed yet 20131109 16:48:25< Coffee_irc> bumbadadabum: I always thought the resistances should be different for the death knight 20131109 16:48:31< Coffee_irc> as he is not really a skeleton 20131109 16:48:37< bumbadadabum> he IS 20131109 16:48:42< Coffee_irc> but a 'fallen soldier brought back' 20131109 16:48:44< bumbadadabum> can even advance from the revenant 20131109 16:48:52< Coffee_irc> can he? 20131109 16:48:56< bumbadadabum> Coffee_irc: Isn't that what all the skeletons are 20131109 16:49:11< bumbadadabum> Coffee_irc: with the right define, yes 20131109 16:49:34< Coffee_irc> I suppose, looking at the picture and thinking about it 20131109 16:50:00< Coffee_irc> then yeah, he should have the skeleton reistances 20131109 16:50:06< bumbadadabum> ok 20131109 16:50:09< bumbadadabum> I'll commit then 20131109 16:50:21< bumbadadabum> and if anyone complains, I'll remove it again 20131109 16:50:28< Coffee_irc> bumbadadabum: before you do 20131109 16:50:42< Coffee_irc> increaasing the reistances makes him harder to kill 20131109 16:50:50< bumbadadabum> -5 HP? 20131109 16:50:53< Coffee_irc> want to lower the HP a smidgen to compensate 20131109 16:51:07< Coffee_irc> I was thinking maybe 2 or 3 HP 20131109 16:51:48< Coffee_irc> and would be in line with the general and other leadership units not having so much HP 20131109 16:52:28< bumbadadabum> I'll do -3 HP 20131109 16:53:06< Coffee_irc> interesting 20131109 16:53:16< Coffee_irc> the PYR addon has him at 57 HP 20131109 16:53:28< bumbadadabum> Yeah, that's for MP 20131109 16:53:53< Coffee_irc> ah, but the general has 6 MP 20131109 16:53:59< Coffee_irc> and this guy only moves 5 20131109 16:54:08< bumbadadabum> but this one has more HP 20131109 16:54:09< Coffee_irc> so he should have slightly higher HP for the level 20131109 16:54:10< bumbadadabum> more damage output 20131109 16:54:41< Coffee_irc> bumbadadabum: what do you think of 63 or 64 HP? 20131109 16:54:50< bumbadadabum> I did 63 now 20131109 16:54:58< bumbadadabum> We could always change it later 20131109 16:55:02< Coffee_irc> intuitively that seems right to me 20131109 16:55:19< Coffee_irc> but I am not really an expert 20131109 16:55:57< Coffee_irc> I'm just remembering from playing the 6p hex team survival 20131109 16:58:53< Coffee_irc> bumbadadabum: maybe you want to go a bit lower with the HP still 20131109 16:59:15< Coffee_irc> comparing to the draug he does almost the same damage, has a range attack and leadership 20131109 17:00:19< Coffee_irc> and increase the cost to at least 50 gold 20131109 17:00:33< Coffee_irc> although I suppose the gold for level 3 units is not really balanced 20131109 17:01:54-!- mjs-de [~mjs-de@f048005023.adsl.alicedsl.de] has joined #wesnoth-dev 20131109 17:02:33< bumbadadabum> Coffee_irc: It's not a generic unit 20131109 17:02:39< bumbadadabum> But I might decrease it a bit more 20131109 17:02:50< Coffee_irc> bumbadadabum: still it should be worth 50 gold 20131109 17:02:55< bumbadadabum> yeah 20131109 17:03:01< bumbadadabum> but it's never recruited anywhere 20131109 17:06:00< irker808> wesnoth: Bär Halberkamp wesnoth-old:master 26e3d709bfd5 / data/ (3 files in 2 dirs): Changes to the movetypes of some undead units http://git.io/aiL44Q 20131109 17:06:04< irker808> wesnoth: Bär Halberkamp wesnoth-old:master 652023dbb0ac / / (4 files in 2 dirs): More updates to undead movetypes http://git.io/TheR8g 20131109 17:06:06< irker808> wesnoth: Bär Halberkamp wesnoth-old:master a7bcae2b66f2 / data/core/units/dwarves/ (Dragonguard.cfg Thunderer.cfg Thunderguard.cfg): simplified the Dwarvish Thunderer line's AnimationWML http://git.io/Ics1YQ 20131109 17:10:39< bumbadadabum> Coffee_irc: But feel free to change if you want 20131109 17:11:08< Coffee_irc> bumbadadabum: maybe 60 HP might be better, because of the extra resist to blade and pierce 20131109 17:11:19< bumbadadabum> Coffee_irc: Perhaps 20131109 17:12:50< Coffee_irc> or maybe even 57 HP as the PYR era has him is actaully balanced 20131109 17:17:15< Coffee_irc> bumbadadabum: somewhere there is a death squire unit which needs changing too (resistances and maybe hp) 20131109 17:17:52< bumbadadabum> Coffee_irc: Not really in my opinion 20131109 17:17:57< bumbadadabum> it's just 1 person pretty much 20131109 17:18:57-!- jamit [~jamit@wesnoth/developer/jamit] has joined #wesnoth-dev 20131109 17:19:00< Coffee_irc> bumbadadabum: he's a skeleton too is he not? 20131109 17:19:07< bumbadadabum> I changed that already 20131109 17:19:14< Coffee_irc> ? 20131109 17:19:42< bumbadadabum> https://github.com/wesnoth/wesnoth-old/commit/26e3d709bfd56318dd2d482e3dab4074630fc036 20131109 17:20:06< bumbadadabum> Coffee_irc: If you were just asking if he's a skeleton, yeah he is 20131109 17:20:47< Coffee_irc> bumbadadabum: wow 20131109 17:20:56< Coffee_irc> the death squire in liberty has 66 HP 20131109 17:21:05< bumbadadabum> wow 20131109 17:21:05< Coffee_irc> whereas the death knight has 63 HP 20131109 17:21:06< bumbadadabum> what 20131109 17:21:10< bumbadadabum> I never added THAT 20131109 17:21:29< bumbadadabum> who ever thought that was a good idea? 20131109 17:22:11< Coffee_irc> looks like you have to revise the HP afterall 20131109 17:22:58< bumbadadabum> yeah indeed 20131109 17:23:08< Coffee_irc> the PYR era seems to have it about right 20131109 17:23:20< Coffee_irc> 39 HP for the death squire and 57 HP for the death knight 20131109 17:23:33< bumbadadabum> 39 is really nothing 20131109 17:23:54< Coffee_irc> same as deathblade 20131109 17:24:06< bumbadadabum> ah k 20131109 17:24:17< Coffee_irc> but 40 might be more appropriate? 20131109 17:24:24< Coffee_irc> and 60 for death knight? 20131109 17:24:25< bumbadadabum> yeah I was thinking 41 myself 20131109 17:24:36< bumbadadabum> 63 is fine 20131109 17:24:36< Coffee_irc> 41 sonds good to me 20131109 17:24:49< Coffee_irc> bumbadadabum: maybe a smidge too high :P 20131109 17:24:50-!- gfgtdf [~chatzilla@e179211034.adsl.alicedsl.de] has joined #wesnoth-dev 20131109 17:25:10< bumbadadabum> Coffee_irc: I'll change it when I'm done with some things in my own add-on 20131109 17:26:44< Coffee_irc> I should really get some sleep here 20131109 17:26:50< bumbadadabum> ok 20131109 17:26:51< bumbadadabum> good night 20131109 17:26:55< Coffee_irc> night 20131109 17:26:58-!- Coffee_irc [~david@ppp121-45-11-217.lns20.adl2.internode.on.net] has quit [Quit: Konversation terminated!] 20131109 17:27:54-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 17:30:39-!- prkc_ [~negusnyul@catv-188-142-168-46.catv.broadband.hu] has left #wesnoth-dev ["Konversation terminated!"] 20131109 17:33:32-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131109 17:40:17-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 272 seconds] 20131109 17:53:22< gfgtdf> i need your opinion again, what do you think is better: include paths relative to the current file or relative to the project src directory ? 20131109 17:58:52-!- nurupo|away is now known as nurupo 20131109 18:13:24-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20131109 18:35:23-!- mjs-de [~mjs-de@f048005023.adsl.alicedsl.de] has quit [Ping timeout: 272 seconds] 20131109 18:37:04< gfgtdf> hmm ok seem like there is no consistent opinion on that. 20131109 18:37:21< gfgtdf> jamit: you online ? 20131109 18:37:33< jamit> yes 20131109 18:39:03< shadowm> I use the latter myself, but I have no idea which one is preferred and so far nobody has complained to me for sticking to that choice. The cmake and scons recipes seem designed to work with both. 20131109 18:41:51< gfgtdf> shadowm: ye i first has that problem that doxygen didnt work with the first, but when i added the source directory as a include directory it worked. 20131109 18:42:35< gfgtdf> i have seen both in wesnoth, so think nobody has a problem with the second or the first. 20131109 18:43:51< gfgtdf> jamit: i wanted to split the lua.cpp file because i think it is loo big, and my plan was to define a macro similar to WML_HANDLER_FUNCTION in action_wml, since you worked on both lua.cpp and action_wml.cpp recently i wanted your opinion on that. 20131109 18:46:14< gfgtdf> jamit: so it would look like this then: https://github.com/gfgtdf/wesnoth-old/blob/split-lua2/src/scripting/lua_functions_gui.cpp 20131109 18:48:02< jamit> gfgtdf: Where is LUA_FUNCTION defined? 20131109 18:48:10-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 18:48:30< gfgtdf> jamit: https://github.com/gfgtdf/wesnoth-old/blob/split-lua2/src/scripting/lua_function.hpp 20131109 18:49:09< irker808> wesnoth: Alarantalara wesnoth-old:master a3f867897e52 / data/campaigns/Under_the_Burning_Suns/scenarios/09_Blood_is_Thicker_Than_Water.cfg: Just recall Esanoo where he starts http://git.io/zIpjaA 20131109 18:49:11< irker808> wesnoth: Alarantalara wesnoth-old:master 88ccc2ef0e0f / data/campaigns/Under_the_Burning_Suns/scenarios/09_Blood_is_Thicker_Than_Water.cfg: Convert most of CHECK_IF_FREED_ALL_MERFOLK to an event http://git.io/ui7rZQ 20131109 18:49:58< jamit> gfgtdf: What other source files need LUA_FUNCTION? 20131109 18:50:54< gfgtdf> jamit: https://github.com/gfgtdf/wesnoth-old/blob/split-lua2/src/scripting/lua_function.cpp, https://github.com/gfgtdf/wesnoth-old/commit/7932c0cce68c54e9fda1ad82ade0844c3f09c272 20131109 18:51:50< gfgtdf> jamit: the plan was to make one file per "category" gui, units, ... 20131109 18:53:45< gfgtdf> like the categoried on teh wiki page 20131109 18:53:52< gfgtdf> categories* 20131109 18:59:03-!- Gallaecio [~quassel@84.120.114.26.dyn.user.ono.com] has quit [Remote host closed the connection] 20131109 19:01:32< jamit> gfgtdf: I don't know about splitting by categories. In general, the choice of which categories are appropriate for a given subject tends to be subjective and debatable. 20131109 19:04:47< gfgtdf> jamit: my plan was to use the categories from the wiki so i dont have to think about wich function is in wich category. But by question was more weather the solution with LUA_FUNCTION is ok. 20131109 19:05:50< gfgtdf> jamit: meaning weather it is suited for this situation. 20131109 19:07:17< jamit> gfgtdf: Tough to say if it is suited without seeing what it is replacing. The diff for lua.cpp makes it look like you are adding new callbacks, not replacing something. 20131109 19:08:35< jamit> gfgtdf: The question of using the macro in multiple files is relevant, since macros can be nasty, so it's often a good idea to restrict them to a single source file. 20131109 19:10:17< gfgtdf> jamit: i just didnt removed them from lua.cpp yet. 20131109 19:10:33< gfgtdf> jamit: what could be nasty about it ? 20131109 19:11:08< jamit> gfgtdf: "macros" not "macro"; "them" not "it" 20131109 19:12:49< jamit> gfgtdf: Regardless of the wisdom of doubling up the Lua functions, it is tough to say if it is suited without seeing what it is replacing. 20131109 19:13:47< gfgtdf> jamit: i have ony one marco, ok' ill remove them from lua.cpp to see the difference, wait a little. 20131109 19:13:55< gfgtdf> s/ony/only 20131109 19:17:25< jamit> gfgtdf: So you understand? The phrase "macros can be nasty" refers to macros. All macros. Macros in general. No specific macros being considered. 20131109 19:17:49< jamit> gfgtdf: There should be no chance of confusing "macros" (meaning macros in general) with "your macros" (meaning the macros you wrote) since there is only "your macro" (singular). 20131109 19:18:21< jamit> gfgtdf: Well, OK, there is always a chance... :P 20131109 19:22:34< justinzane> looks like fabi? wrote joystick code. What is the use case for this? 20131109 19:22:52< bumbadadabum> when you have a joystick I think 20131109 19:26:24< irker808> wesnoth: Alarantalara wesnoth-old:master c3e9bd86a496 / data/campaigns/Under_the_Burning_Suns/scenarios/13_Epilogue.cfg: Group conditional messages in UtBS epilogue http://git.io/SCKgGw 20131109 19:30:03< justinzane> bumbadadabum: I think there is one buried in a junk drawer somewhere in my garage. Never felt motivated to use it for Wesnoth, though. I'm just wondering how important it is to the userbase in general. 20131109 19:30:35< bumbadadabum> justinzane: I guess someone just liked to code it 20131109 19:31:56< justinzane> I know the feeling. 20131109 19:32:13< jamit> Oh, is "important to the userbase in general" now a criteria for deciding what to work on? :) 20131109 19:32:28 * justinzane continuing to philosophize and phantasize 20131109 19:37:09< justinzane> has anyone ever tried to use a "standard" widget toolkit like Qt to replace the SDL custom widgets while keeping SDL for rendering the "board" and "minimap"? 20131109 19:37:34< justinzane> I've seen references to several projects that purport to do that, but have not explored in detail 20131109 19:38:00< Soliton> bumbadadabum: please fix your changelog entries for the unit changes to show what the previous value was. that's how pretty much every other changelog entry looks like and makes it actually understandable. 20131109 19:38:04< irker808> wesnoth: Alarantalara wesnoth-old:master feb71ce7696e / data/campaigns/Under_the_Burning_Suns/units/elves/Nym.cfg: Nym is always a female elf http://git.io/ln2ocw 20131109 19:38:34< bumbadadabum> Soliton: Will do 20131109 19:38:52< bumbadadabum> I think I did it in my personal style yeah 20131109 19:42:12< bumbadadabum> Soliton: Do I also need to specify it for the resistances? 20131109 19:42:41< Alarantalara> bumbadadabum: of course 20131109 19:45:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20131109 19:51:31-!- noy [~noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 19:55:33< irker808> wesnoth: Bär Halberkamp wesnoth-old:master 172ad8c895c0 / changelog players_changelog: Improved my latest commits' changelog entries http://git.io/lYNZyA 20131109 19:55:44< bumbadadabum> Soliton: Is this better? 20131109 19:57:43< jamit> bumbadadabum: I think you exceeded 80-character lines in the changelogs. 20131109 19:58:06< bumbadadabum> jamit: Oh is that a thing? 20131109 19:58:48-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131109 20:00:19< shadowm> Yes. 20131109 20:00:54< bumbadadabum> So I need to split them? 20131109 20:01:08-!- noy [~noy@wesnoth/developer/noy] has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 20131109 20:03:44< mattsc> jamit: on Macs the hotkeys are the same as in Linux just with ctrl generally replaced by cmd, afaik. Not 100% sure if that's true for all hotkeys, but it is for "repeat recruit" (alt-cmd-r on a Mac). 20131109 20:04:01< bumbadadabum> ^ 20131109 20:04:16< bumbadadabum> Command just replaces control for hotkeys 20131109 20:04:48< bumbadadabum> Control is almost only used for right-clicking with a one-button mouse IIRC 20131109 20:05:03< jamit> mattsc: That combination does work? I'd assume it does, but I know that on Windows, I've been unable to make any alt-ctrl- hotkeys work. I think something in SDL was messing up. 20131109 20:05:41< mattsc> jamit: yes, it does. I use it frequently when testing AIs and the exact units recruited don't matter. 20131109 20:06:15< jamit> mattsc: Cool. Only one platform is problematic, and it's only Microsoft's. :D 20131109 20:07:09< Soliton> bumbadadabum: yes, except for the mentioned long lines issue. 20131109 20:12:12< jamit> gfgtdf: I'm off for a bit. I'll check back later to see what you're removing from lua.cpp. 20131109 20:12:32< irker808> wesnoth: Bär Halberkamp wesnoth-old:master a253a5c2e604 / changelog players_changelog: Fixed lines in the changelog being too long http://git.io/wtnWLQ 20131109 20:12:35< irker808> wesnoth: Bär Halberkamp wesnoth-old:master d6073e7baeb8 / changelog: More fixes to line length http://git.io/9UhU0Q 20131109 20:12:42< gfgtdf> jamit: i moved now all functions from https://github.com/gfgtdf/wesnoth-old/blob/split-lua2/src/scripting/lua.cpp to https://github.com/gfgtdf/wesnoth-old/blob/split-lua2/src/scripting/lua_functions_other.cpp 20131109 20:18:24-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Quit: Bye] 20131109 20:24:03< gfgtdf> mattsc: wesnoth wml has a ctrl marco wich is defined as cmd in case of mac. 20131109 20:25:11< mattsc> gfgtdf: okay, so it should really be all of them 20131109 20:26:28< gfgtdf> mattsc: you should use {IF_APPLE_CMD_ELSE_CTRL} if you want that but i dont know if it is during scenarios. 20131109 20:26:39< gfgtdf> if it is defined 20131109 20:28:50< mattsc> gfgtdf: maybe I misunderstand. On my Mac the shortcuts that use ctrl on Linux/Windows already use cmd. I'm happy with that. 20131109 20:29:38< mattsc> I was commenting to jamit about a post he made on the forums. 20131109 20:30:35< gfgtdf> gfgtdf: ah ok, i though you wanted your wml shourtcut to behave like the "nomral" shortcuts n mac. 20131109 20:30:56< gfgtdf> s/shourtcut/shourtcuts 20131109 20:33:02-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20131109 20:38:45-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has joined #wesnoth-dev 20131109 20:40:17-!- ancestral [~ancestral@75-161-253-192.mpls.qwest.net] has quit [Client Quit] 20131109 20:44:03-!- 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, 343 feature requests, 28 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20131109 20:44:30< shadowm> It's spelled "short", not "shourt". 20131109 20:47:08< irker808> wesnoth: Alarantalara wesnoth-old:master b5bfcb78b7af / data/campaigns/Under_the_Burning_Suns/scenarios/ (6 files): Remove all test units from UtBS http://git.io/leKXGw 20131109 20:50:45-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 21:26:38-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has quit [Ping timeout: 264 seconds] 20131109 21:34:26< jamit> gfgtdf: There are some things you could do to make the diff easier to read. (First of which is to link to the lua.cpp diff instead of the file.) 20131109 21:35:11< jamit> From what I see, there is no reason you couldn't implement LUA_FUNCTION before splitting the file. (Or even after, if you put declarations for the relevant functions in a header file.) 20131109 21:36:46< jamit> There are also apparently changes to some impl_* functions (e.g. impl_game_config_set) that are difficult to see since those changes got mixed into the removal of intf_* functions. 20131109 21:39:25< jamit> But overall, it looks like you are replacing a static array (callbacks) with a map from names to functions, that then gets converted to an array of luaL_Reg pointers. 20131109 21:39:25< gfgtdf> jamit: i didnt change impl_game_config_set, i'll check that 20131109 21:40:07< gfgtdf> callbacks was also of the type luaL_Reg* before 20131109 21:41:06< gfgtdf> ah ary i read you wrong u right 20131109 21:41:09< gfgtdf> sry* 20131109 21:41:24< jamit> Hmmm... the macro approach makes it a little simpler to create a new Lua function, with a little extra overhead. 20131109 21:41:25< gfgtdf> i checked i didnt change the impl_ functionas at all 20131109 21:41:34< gfgtdf> what overhaed ? 20131109 21:42:38< gfgtdf> the convertion from map to luaL_Reg* is onyl done once and it doesnt take much time so i think it doesnt matter. 20131109 21:42:50< gfgtdf> once per game maybe. 20131109 21:42:56< jamit> The overhead is in the constructor of lua_function and I think in create_callbacks(). The old static initialization was doable at compile time. 20131109 21:44:26< jamit> The conversion does involve looping over the registry. The more functions you implement, the more overhead. And don't forget the word "little" describing "extra overhead". 20131109 21:45:02-!- exciton_ [chuck-the-@89.208.169.104] has quit [Read error: Connection reset by peer] 20131109 21:45:17-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20131109 21:45:57< jamit> I think I prefer the current implementation actually. I find it easier to see what's going on when the construction of the array is not hidden inside a macro and a constructor. 20131109 21:46:25< jamit> It's also not that much work to list a new function in a single list. 20131109 21:46:56< jamit> But if you really want to use a C macro instead, it looks like what you have would work. 20131109 21:47:20< gfgtdf> well if you for example want to rename a function you have to rename it at three places, spread over a 5000 line file. 20131109 21:47:22< jamit> I still wouldn't split the functions by category, though. 20131109 21:47:32< jamit> Three places? 20131109 21:47:38< jamit> I thought it was two. 20131109 21:48:00< gfgtdf> three time in two places, and i you add a forward declaration il will be 3. 20131109 21:48:39< jamit> So don't add the forward declaration? 20131109 21:48:52< gfgtdf> jamit: thats how its currently done. 20131109 21:50:17< gfgtdf> but i realy think putting functions in a diffreent file is useful, simply because the file is 5k lines long, and its quiet hard to have an overview 20131109 21:51:09< jamit> I don't see forward declarations in the current implementation. 20131109 21:51:22< gfgtdf> jamit: yes thats what i said. 20131109 21:51:36-!- lipkab [~the_new_l@host-91-147-212-174.biatv.hu] has joined #wesnoth-dev 20131109 21:51:49< jamit> So how is it 3 places in the current implementation? 20131109 21:52:27< gfgtdf> "three time in two places, and if you add a forward declaration it'll will be 3" 20131109 21:52:56< jamit> Yes.... so? 20131109 21:53:09< jamit> "gfgtdf: well if you for example want to rename a function you have to rename it at three places, spread over a 5000 line file." 20131109 21:53:34< gfgtdf> the post i quoted was after yours. 20131109 21:54:16< gfgtdf> so it was a correction of the post you quoted. 20131109 21:54:25< jamit> It was also after my question. And did not explain the three places in what I quoted. 20131109 21:56:42< jamit> My preference would be to move all the intf_* functions and callbacks[] into a single file, separate from lua.cpp. Adding a new function would mean adding a line to callbacks in addition to defining the function, which is not more work than defining a function and declaring it in a header. 20131109 21:57:58< jamit> (I'd probably prefer that approach within game_events as well, but I didn't see enough of a difference to warrant changing it.) 20131109 21:59:13< jamit> But if you really want to use macros, it looks like LUA_FUNCTION could work. 20131109 21:59:29< jamit> s/macros/a macro/ 20131109 22:02:27< jamit> Probably another file for impl_* functions, with the initializations for those functions. I guess that would mean splitting off a piece of the LuaKernal constructor. 20131109 22:04:19-!- exciton [chuck-the-@89.208.169.104] has quit [Ping timeout: 260 seconds] 20131109 22:04:48-!- Alarantalara [~Adium@192-0-128-11.cpe.teksavvy.com] has quit [Quit: Leaving.] 20131109 22:06:18-!- exciton [chuck-the-@89.208.169.104] has joined #wesnoth-dev 20131109 22:07:26-!- mjs-de [~mjs-de@f048005023.adsl.alicedsl.de] has joined #wesnoth-dev 20131109 22:08:34-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 22:09:32-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 22:10:19< jamit> gfgtdf: Whatever you decide to do, you probably want to be sure it works. Breaking Lua (if that were to happen) would pretty much fall into the "bad" category. ;) 20131109 22:11:25< gfgtdf> jamit: hmm, i still think with LUA_FUNCTION its easier to add lua function, 20131109 22:11:27< gfgtdf> especialy because you can you that in different files, wich i think is a good think because you can for example group the gui2 lua functions into another file. 20131109 22:11:28< gfgtdf> i generaly think it isnt a bad thing to hide the implementation, and i also think the LUA_FUNCTION is not that hard to understand. 20131109 22:11:30< gfgtdf> i also still see the the fact that you have to type the name 3 times (in 2 places) if you want to change the name of a functions as a drawback, 20131109 22:11:31< gfgtdf> the fact that i needed a marco is maybe not wanted but i dont think that very bad neigher. 20131109 22:11:33< gfgtdf> I think marcos should be used with caution but are still a important feature to extend the c++ programming language 20131109 22:11:34< gfgtdf> (especialy because C++ doent have faetures of other languages like lambda functions or reflaction) 20131109 22:11:36< gfgtdf> i'll think about it some time. 20131109 22:11:37< gfgtdf> i'll make a pull request about the first part of the changes, wait. 20131109 22:13:18< shadowm> "Reflaction"? 20131109 22:14:33< shadowm> Also, lambda functions are defined in C++11. 20131109 22:14:56< gfgtdf> Reflection, ye i know but we dont use c++11. 20131109 22:15:36< shadowm> Incidentally, "marco" means "frame" in Spanish. "Marcos" is a given (person) name. 20131109 22:17:26< jamit> gfgtdf: Not that I'm in favor of splitting intf_* across multiple files, but if you wanted to do that without the macro, might it work to have multiple callbacks[] arrays? (Does luaL_register() set the callbacks or append to them?) 20131109 22:18:02< gfgtdf> jamit: here are the first part of the changes wich i tihnk are less controversial: https://github.com/wesnoth/wesnoth-old/pull/82 20131109 22:19:01< gfgtdf> i can merge it myself as soon as the travis is done. 20131109 22:19:44< gfgtdf> jamit: i think it appends them 20131109 22:24:40-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 22:26:55-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 22:33:50-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 22:42:14< irker808> wesnoth: JaMiT wesnoth-old:master baab9dfd7e70 / src/game_events/ (action_wml.cpp wmi_container.cpp wmi_container.hpp): Shift some WML menu item management from action_wml to wmi_container. http://git.io/lWb78g 20131109 22:42:16< irker808> wesnoth: JaMiT wesnoth-old:master 1232194d05a6 / src/game_events/ (action_wml.cpp wmi_container.cpp wmi_container.hpp): Shift some WML menu item management from action_wml to wmi_container. http://git.io/3sv0gA 20131109 22:42:18< irker808> wesnoth: JaMiT wesnoth-old:master 222a2dbb97d6 / src/ (4 files in 2 dirs): Shift some WML menu item management from play_controller to wmi_container. http://git.io/hDW9mg 20131109 22:42:20< irker808> wesnoth: JaMiT wesnoth-old:master 0412958bb165 / src/game_events/ (wmi_container.cpp wmi_container.hpp): Add a const qualifier. http://git.io/r4JaLA 20131109 22:42:22< irker808> wesnoth: JaMiT wesnoth-old:master cb4ede899e41 / src/game_events/ (handlers.cpp wmi_container.cpp wmi_container.hpp): Shift some WML menu item management from handlers to wmi_container. http://git.io/3optug 20131109 22:42:24< irker808> wesnoth: JaMiT wesnoth-old:master cc235eeb9b22 / changelog: Expand changelog entry for 3a78062d3e0cc8b48d4e5e5bc226fc3aac0a37d9. http://git.io/Eq3Prg 20131109 22:42:26< irker808> wesnoth: JaMiT wesnoth-old:master 345380730cc7 / src/game_events/handlers.cpp: Properly cast an initialization to unsigned. http://git.io/fPSCKQ 20131109 22:42:28< irker808> wesnoth: JaMiT wesnoth-old:master 2a2d17715b3c / changelog: Alphabetizing sections. http://git.io/drafaA 20131109 22:46:20-!- gfgtdf_ [~chatzilla@f054048199.adsl.alicedsl.de] has joined #wesnoth-dev 20131109 22:48:11-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 22:49:09-!- gfgtdf [~chatzilla@e179211034.adsl.alicedsl.de] has quit [Ping timeout: 248 seconds] 20131109 22:49:16-!- gfgtdf_ is now known as gfgtdf 20131109 22:55:15< irker808> wesnoth: gfgtdf wesnoth-old:master 7a3c2fc98705 / src/serialization/ (binary_or_text.cpp parser.cpp): prevent to create empy gz files because of https://svn.boost.org/trac/boost/tick http://git.io/CMB6tg 20131109 22:55:17< irker808> wesnoth: gfgtdf wesnoth-old:master c1b4c27cd274 / src/serialization/ (binary_or_text.cpp parser.cpp): Revert "prevent to create empy gz files because of https://svn.boost.org/trac/bo http://git.io/_AwsUA 20131109 22:55:19< irker808> wesnoth: gfgtdf wesnoth-old:master 0561cf852764 / / (821 files in 93 dirs): Merge branch 'master' of git://github.com/wesnoth/wesnoth-old http://git.io/Y88q8g 20131109 22:55:21< irker808> wesnoth: gfgtdf wesnoth-old:master bdfcb62744eb / src/scripting/ (lua.cpp lua_helper.cpp lua_helper.hpp lua_types.cpp lua_types.hpp): add files to split lua.cpp and change type of typekey variables. http://git.io/yzMMCg 20131109 22:55:23< irker808> wesnoth: gfgtdf wesnoth-old:master 678ecdec1ce0 / src/scripting/ (lua.cpp lua_api.cpp lua_helper.cpp lua_helper.hpp): renamed lua_helper.cpp from the commit before http://git.io/L30Asw 20131109 22:55:25< irker808> wesnoth: gfgtdf wesnoth-old:master 209cb1bd53cd / .gitignore: ignoring VC10 projectfile, and "Neuer Ordner" http://git.io/pwupUQ 20131109 22:55:27< irker808> wesnoth: gfgtdf wesnoth-old:master 2f365a74b659 / src/scripting/ (lua.cpp lua_api.cpp lua_api.hpp): move lua api and helper functions to lua_api.cpp http://git.io/O8cyag 20131109 22:55:29< irker808> wesnoth: gfgtdf wesnoth-old:master 8b425c40a95c / src/ (CMakeLists.txt SConscript): add file scripting/lua_api.cpp to makelists http://git.io/embZ-Q 20131109 22:55:31< irker808> wesnoth: gfgtdf wesnoth-old:master cd42aa6aa47e / src/scripting/ (lua_api.cpp lua_api.hpp): remove double comments in lua_api.cpp http://git.io/4D4doA 20131109 22:55:33< irker808> wesnoth: gfgtdf wesnoth-old:master edaaad33b78a / src/ (CMakeLists.txt SConscript scripting/lua_types.cpp scripting/lua_types.hpp): add file scripting/lua_types.cpp to makelist. http://git.io/tRvygA 20131109 22:55:35< irker808> wesnoth: gfgtdf wesnoth-old:master b5e3d189b43e / src/scripting/ (lua_api.cpp lua_api.hpp lua_types.cpp lua_types.hpp): renaming luatype to luatypekey http://git.io/Rhmq0Q 20131109 22:55:37< irker808> wesnoth: gfgtdf wesnoth-old:master 6ebf28bd303a / / (8 files in 3 dirs): Merge pull request #82 from gfgtdf/split-lua http://git.io/ZVjtaw 20131109 22:59:41< gfgtdf> shadowm: is there a good way to not have the commit where i pulled from the original wesnoth in my fored repo, in the commit history? 20131109 22:59:48-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20131109 23:01:21-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginm.net] has joined #wesnoth-dev 20131109 23:02:02-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 23:05:21-!- Alarantalara [~Adium@192-0-128-11.cpe.teksavvy.com] has joined #wesnoth-dev 20131109 23:08:50-!- Alarantalara [~Adium@192-0-128-11.cpe.teksavvy.com] has quit [Client Quit] 20131109 23:21:01-!- DCW [~Thunderbi@cpc1-finc14-2-0-cust12.4-2.cable.virginm.net] has quit [Ping timeout: 272 seconds] 20131109 23:32:24< shadowm> gfgtdf: Yes, but it's not recommended unless you know what you are doing and the potential consequences for people who are also pulling from it. 20131109 23:42:40-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20131109 23:55:04-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20131109 23:55:07< gfgtdf> shadowm: hm ok then i won't do it, i just thought it would be nice because my browser normaly freezes when i click links like: "Merge branch 'master' of git://github.com/wesnoth/wesnoth-old http://git.io/Y88q8g " --- Log closed Sun Nov 10 00:00:23 2013