--- Log opened Thu Mar 06 00:00:23 2014 20140306 00:00:52-!- sachith500 [~kvirc@112.134.172.134] has joined #wesnoth-dev 20140306 00:02:23< Aishiko_laptop> I think any advice I get is valued, as I've never worked on such a big project before, and just trying to find where to do something causes me to learn something new about the code, even if it doesn't help me with what I'm trying to do! 20140306 00:02:46-!- _8680_ [~8680@2002:4404:712c:0:60e9:dd8f:9eee:74ec] has quit [Ping timeout: 265 seconds] 20140306 00:03:28-!- _8680_ [~8680@2002:4404:712c:0:60e9:dd8f:9eee:74ec] has joined #wesnoth-dev 20140306 00:05:37-!- Samual [~dioteckte@xonotic/core-team/Samual] has quit [Quit: The person who said nothing is impossible obviously never tried to slam a revolving door.] 20140306 00:23:22-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140306 00:23:55-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 00:25:23-!- irker277 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20140306 00:28:23-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140306 00:34:37-!- Samual [~dioteckte@xonotic/core-team/Samual] has joined #wesnoth-dev 20140306 00:40:16-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20140306 00:44:54-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Quit: Leaving] 20140306 00:45:17-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140306 00:46:50< iceiceice> mattsc, shadowm: yeah i think i'm going to give up on this anyways for now... i'm finding there are still issues with my approach, i'm not sure if its the best one, and it would be better if someone didnt have to do this again later 20140306 00:49:02-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140306 00:50:36< Aishiko_laptop> iceiceice, sometimes walking away and coming back later helps, or taking someone through your approach (and code) can help you find the bug that you know is there, staring you in the face and taunting you while you look for it. 20140306 00:50:49< Aishiko_laptop> at least that's been my experience! 20140306 00:52:21< iceiceice> aishiko: its a bit different here as this is largely not my code 20140306 00:52:59< iceiceice> the issue thats going on is, wesnoth passes "units" around to many very different parts of code, i.e. the unit map, the recall list, lua, the fake_units list... 20140306 00:53:11< iceiceice> and has a policy about who "owns" the unit and is therefore responsible for deleting it 20140306 00:53:35< iceiceice> if someone writes a module that does it wrong, you get a memory leak or a segfault 20140306 00:54:02< iceiceice> at the same time as all of this is happening, animations objects hold a naked pointer to a unit, which they have no way to check if is valid 20140306 00:54:39< iceiceice> a modern solution is to use some kind of smart pointer, and actually many modules do this, such as the unit map which uses reference counting here 20140306 00:54:55< iceiceice> and provides an iterator class that is "safe" in the sense that you can check if it is valid 20140306 00:55:16< iceiceice> but the other parts of code use a completely different approach 20140306 00:55:28< iceiceice> the question is what is the simplest way to give animations a way to work safely 20140306 00:56:10< iceiceice> the ideal solution i guess is if we standardized it and everyone used some kind of boost smart pointer, but that would be a huge job 20140306 00:56:25< iceiceice> although it would make the system more maintainable after its not realistic in any short term horizon 20140306 00:57:12< iceiceice> but i think there should also be a workable intermediate step that at least covers temporary units and unit_map units, which is all you need for animations 20140306 00:57:58< iceiceice> its just that there's still alot of code there, and its a lot of grepping and poking around and trying things before you can figure out if the strategy will actually work out without complications 20140306 01:03:58-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Quit: Leaving] 20140306 01:04:16< Aishiko_laptop> ohh 20140306 01:05:30< Aishiko_laptop> I was about to ask, would a good GSOC project be to convert the temp units and unit_map units to the smart pointers? 20140306 01:05:45-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20140306 01:08:55< Aishiko_laptop> I think I successfully added unit_type recall costs, so you could have your elves come in for 10, and everyone else at 20.... at least you can once I get each unit to evaluate that var and then intergrate it into the dialog to display it (I've not gotten that far to know how much work I have to do) 20140306 01:09:35< Aishiko_laptop> ohh and use it too! so you know the little details 20140306 01:20:46-!- JunJM [60fc984b@gateway/web/freenode/ip.96.252.152.75] has joined #wesnoth-dev 20140306 01:22:08-!- JunJM [60fc984b@gateway/web/freenode/ip.96.252.152.75] has quit [Client Quit] 20140306 01:27:11-!- wesbot changed the topic of #wesnoth-dev to: string+feature freeze active on master | 217 bugs, 350 feature requests, 28 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140306 01:32:15-!- Gallaecio [~quassel@84.120.114.91.dyn.user.ono.com] has quit [Ping timeout: 244 seconds] 20140306 01:36:34-!- neXyon [~neXyon@85-127-239-120.dynamic.xdsl-line.inode.at] has quit [Quit: bye] 20140306 01:47:12-!- DHost [~Pcy@pvs.pnymat.fr] has quit [Remote host closed the connection] 20140306 01:49:37-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140306 01:50:29-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140306 01:54:18-!- werlley [~werlley@187-41-145-148.user.veloxzone.com.br] has quit [Ping timeout: 240 seconds] 20140306 02:04:27-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20140306 02:04:35-!- JunJM [60fc984b@gateway/web/freenode/ip.96.252.152.75] has joined #wesnoth-dev 20140306 02:05:45< JunJM> Trying to tackle the bug #20937. Where would the file that decides the winning player be? Getting lost to finding the dir xD 20140306 02:07:41< EliDupree_> data/multiplayer/eras.cfg 20140306 02:07:51< EliDupree_> starting at #define TURNS_OVER_ADVANTAGE 20140306 02:08:12< JunJM> well you are a scholar good sir/madam 20140306 02:09:08-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140306 02:09:34< Aishiko_laptop> wb iceiceice, thank you for the info dump earlier 20140306 02:11:32< iceiceice> Aishiko_laptop: Regarding your question: TBH I think that it might have the scope of a gsoc project, and it might be a good project for a student esp. because students are taught to use smart pointers in college now as I understand, and many of our devs are from earlier days. but im pretty new around here so i'm not a good judge of if its a good project, and also there needs to be a good mentor for the project, and i dont kno 20140306 02:11:32< iceiceice> w if there is or isn't. 20140306 02:12:27-!- ancestral [~ancestral@63.92.240.233] has quit [Remote host closed the connection] 20140306 02:13:33< iceiceice> another sort of project that seems similar to me that might be appropriate would be to try to refactor / simpify the save game and load game code 20140306 02:14:01< iceiceice> right now i guess there are separate code paths for mp and sp, and it makes the game sort of finicky about how exactly you save and reload e.g. an mp campaign 20140306 02:14:21< iceiceice> it would be nice if the code paths got unified, and if we had some kind of unit test collection to make sure things dont go out of sync 20140306 02:14:43< Aishiko_laptop> iceiceice, well given I've had over half a dozen programming classes and not one has taught anything on using pointers (beyond passing a ref var) I'm a bit skeptical but that's just my experience, I'd love to know more about pointers but my current class load prevents that 20140306 02:15:06< iceiceice> but again i dont think anything like that has been proposed or if there is a good mentor for such a project 20140306 02:20:19< iceiceice> anyways i have to run again, bbl 20140306 02:20:23-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Quit: Leaving] 20140306 02:36:41-!- mattsc [~mattsc@154.20.32.245] has quit [Quit: Ciao] 20140306 02:37:04-!- mattsc [~mattsc@154.20.32.245] has joined #wesnoth-dev 20140306 02:45:38< sachith500> mattsc, I'm going to a lecture on evaluating functions now :D 20140306 02:45:54< sachith500> I'll see if I can pick something that might be of use for the AI project, for anyone interested ^_^ 20140306 02:46:13< sachith500> *pick up 20140306 02:47:28-!- sachith500 [~kvirc@112.134.172.134] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140306 02:48:04< JunJM> sachith500: damn you and your proposal xD. You should do the ai project 20140306 03:08:41-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140306 03:11:09-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Quit: Ik ga weg] 20140306 03:12:04-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140306 03:12:11-!- Ivanovic_ [~ivanovic@x2f457dd.dyn.telefonica.de] has joined #wesnoth-dev 20140306 03:14:44-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 252 seconds] 20140306 03:16:05-!- Ivanovic_ is now known as Ivanovic 20140306 03:17:36< shadowm> fabi: Why are all mainline units still using variation_name instead of variation_id? 20140306 03:18:03< Aishiko_laptop> sachith500 is lucky, I doubt anyone would look at my proposals and say even "you could do this." 20140306 03:19:21< shadowm> Aishiko_laptop: Is your proposal up already? 20140306 03:21:22< Aishiko_laptop> shadowm, a draft is up 20140306 03:23:33< Aishiko_laptop> its at http://wiki.wesnoth.org/SpriteSheetApplicationSAB I find the hardest part (other then figuring out the tech details and time line) to be writing anything about myself 20140306 03:24:12< shadowm> Oh, there's no categories, that's why I haven't seen it in the main page. 20140306 03:24:55< Aishiko_laptop> I have no idea on how to make it appear there, web work is not something I'm good at 20140306 03:24:59-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 240 seconds] 20140306 03:25:21< Aishiko_laptop> I mean I could manually put it in but, the page says to not do that so.... 20140306 03:25:40< shadowm> Well, if you had worked on top of http://wiki.wesnoth.org/SoC2014_Template_of_Student_page 's contents in a new page you'd have gotten the required categories. 20140306 03:26:12< shadowm> You do need the first two lines of that page and the ==Description== header and the contents under it if you want it listed. 20140306 03:27:14< shadowm> Not that it'd be too hard to take the whole template and add the necessary contents to the existing page. 20140306 03:27:14< Aishiko_laptop> I figured I missed something, I'll try adding that now 20140306 03:35:17< Aishiko_laptop> and I just figured out how to do that, though I guess the questionnaire isn't needed at this point? 20140306 03:37:33< shadowm> It is necessary for submitting to Google once the application period begins. 20140306 03:38:16< shadowm> I don't know for sure whether mentors look at it before that and I don't think I'd be supposed to tell people even if I knew. 20140306 03:41:52< Aishiko_laptop> well that's done 20140306 03:47:00-!- kex [~kex@78.157.29.205] has quit [Remote host closed the connection] 20140306 03:54:21-!- vorobeez [~quassel@85.142.148.12] has joined #wesnoth-dev 20140306 03:57:18< Aishiko_laptop> hi vorobeez 20140306 03:58:06< vorobeez> Aishiko_laptop: hello 20140306 04:02:29-!- shadowm_desktop is now known as shadowm_tty 20140306 04:06:00-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: error:1408F10B:SSL routines:SSL3_GET_RECORD:wrong version number] 20140306 04:06:39-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140306 04:06:40-!- shadowm_tty is now known as shadowm_desktop 20140306 04:18:05-!- AVDeen [~vandeen@205.175.97.46] has joined #wesnoth-dev 20140306 04:21:46-!- AVDeen [~vandeen@205.175.97.46] has quit [Quit: Leaving] 20140306 04:22:59-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Read error: Connection reset by peer] 20140306 04:27:07< Aishiko_laptop> is there a way to get a peer review of a patch (or series of patches) without having to do a pull request? 20140306 04:30:21-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140306 04:34:04< Aishiko_laptop> well looks like I got the attribute for a unit customized recall cost 20140306 04:34:37< Aishiko_laptop> tomorrow I'll see about getting it to actually do something besides, you know existing. 20140306 04:37:03< Aishiko_laptop> when I'm done, it should use the unit_recall_cost instead of the side.recall_cost assuming that the former has been set. It should also display the proper amount when displaying the units eligible for recall. 20140306 04:38:50< fabi> shadowm: Because nobody changed it? 20140306 04:43:38-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140306 04:43:43< Aishiko_laptop> what is the policy for added features? the whole thing in one patch or if possible smaller commits that don't break anything? 20140306 04:44:06< vorobeez> hi, mattsc, i looked EasyCodingImprovements wiki page. 'Add option to take avoided hexes into account in wesnoth.find_path()' looks good for me, i guess. where do i start? 20140306 04:45:36< Aishiko_laptop> vorobeez, I would look at how it evaluates current paths, and maybe look at the village capture, perhaps that might give you an idea of how things currently work, what changes to make, and where 20140306 04:45:38< shadowm> Aishiko_laptop: Self-contained commits representing logical changes are preferred. To put an example, if you needed to refactor a class in order to implement a new unit filtering feature, the refactor and the addition of the unit filtering feature would be two separate commits. 20140306 04:46:05< mattsc> vorobeez: hi - actually, that one is likely not all that easy (in the details at least), but if you want to do the pathfinder functions (in C++) are where you want to get started. 20140306 04:46:12< shadowm> So it generally depends on the nature of the changes. 20140306 04:46:42< shadowm> Every individual commit should compile, and large commits are frowned upon because they are harder (if not impossible) to review. 20140306 04:47:26< mattsc> vorobeez: as in, you'd have to add this functionality in C++ first - adding the Lua handler on top of that is easy afterwards 20140306 04:47:59-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 240 seconds] 20140306 04:48:44< Aishiko_laptop> shadowm, just so I'm sure I've got it right, so commiting the addition of the unit (well unit type) recall var would be alright and then, a commit that modifies the GUI to display it with the unit, as well as checks to see if the unit level exists and if not go with side or default cost (again depending on what's been set or not) 20140306 04:49:18< mattsc> vorobeez: the problem with this one is figuring out which hexes end turns, and how to do this in the a* search when it is not just pure MP 20140306 04:49:29< mattsc> MP = movement points, in this case ;) 20140306 04:49:56< shadowm> Aishiko_laptop: That seems fine. 20140306 04:51:01< Aishiko_laptop> shadowm, thanks, and I think every committed change should not break compiling unless its a core change and there is no other way in which case all the changes should be fairly close together. 20140306 04:51:57< shadowm> Well, yes, sometimes there's really no option, but it's still something to aim for in case someone later needs to bisect and ends up hitting a commit that doesn't compile, that can be confusing. 20140306 04:52:53< vorobeez> mattsc: a* search? 20140306 04:54:10< mattsc> Yes, that's what the Wesnoth path finding is based on. There's a file by that name that contains it. If you want to work on this task, you probably want to reach up on how this works too and play with it a little. 20140306 04:54:34< mattsc> https://github.com/wesnoth/wesnoth/blob/master/src/pathfind/astarsearch.cpp 20140306 04:56:16< mattsc> argh ... : s/reach/read 20140306 04:56:56< mattsc> vorobeez: I'll have to leave pretty soon though and likely won't be back until the morning (my time). Sorry, but different time zones and other commitments ... :P 20140306 04:57:07< mattsc> Anything I can help with right now before I am off? 20140306 04:58:20< vorobeez> mattsc: That's all, i guess. thank you. I will understand code and how it work. 20140306 04:59:23< mattsc> vorobeez: great. Btw, if you could figure that one out, it would be very useful, I am just afraid that it is not as easy as it sounds at first. But I really don't know ... 20140306 05:00:19< vorobeez> mattsc: nothing ventured nothing gained) 20140306 05:00:31< mattsc> :) 20140306 05:00:36< mattsc> Talk to you later then. 20140306 05:00:51< vorobeez> mattsc: yes, see you :) 20140306 05:01:08< vorobeez> i'll see you) 20140306 05:01:27< mattsc> bye 20140306 05:01:29-!- mattsc [~mattsc@154.20.32.245] has quit [Quit: Ciao] 20140306 05:04:05< Aishiko_laptop> vorobeez, sounds alot like the adding the customized unit recall costs, easy concept, not so easy to implement, all the little details, like reading the cfg files, storing it, evaluating which recall cost to use, and finally displaying it in the gui with the right unit.... simple concept complex implementation. well more complex then the projects I've currently been dealing with. 20140306 05:12:11< vorobeez> Aishiko_laptop: Thank you for explaning and help. I think I need to make plan and get presentation first of all) I guess you GSoC student too? What's your task? (what you are dealing with?) 20140306 05:17:17< Aishiko_laptop> I'm hoping to work on converting to spritesheets, and by that I mean everything from unit animations to GUI elements (I believe in being slightly ambitious) 20140306 05:18:09< Aishiko_laptop> and your welcome, I'm trying to share how I'd go about doing things, and I'm not sure if its considered helpful or annoying =P 20140306 05:19:56< vorobeez> Aishiko_laptop: any information are helpful in this case. just have to apply sorting) 20140306 05:21:02-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140306 05:23:57-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140306 05:27:20-!- vorobeez [~quassel@85.142.148.12] has quit [Remote host closed the connection] 20140306 05:39:41-!- JunJM [60fc984b@gateway/web/freenode/ip.96.252.152.75] has quit [Quit: Page closed] 20140306 05:57:11-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 264 seconds] 20140306 05:59:05-!- shadowm_desktop [ignacio@186.9.67.228] has joined #wesnoth-dev 20140306 05:59:25-!- shadowm_desktop is now known as Guest84605 20140306 06:11:32< AI0867> Aishiko_laptop: unit_map units *are* smart pointers of a sort. fake units are different because they're not on the map 20140306 06:15:59< Aishiko_laptop> AI0867, I 20140306 06:17:29< Aishiko_laptop> 'm still learning how they work, figuring out the caching I think is going to be my hardest tech challenge at the moment and I those pointers are part of that challenge 20140306 06:19:09-!- sachith500_ [c0f80841@gateway/web/freenode/ip.192.248.8.65] has joined #wesnoth-dev 20140306 06:21:15-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has joined #wesnoth-dev 20140306 06:23:03< sachith500_> Hello everyone, I have a quick question about GSoC proposal. Should I cite references like a normal proposal? :) 20140306 06:24:09< sachith500_> I've read up on a lot of revelant stuff, (theory mostly) and want to know, if I should include the links when I quote them. :) 20140306 06:28:33-!- sachith500_ [c0f80841@gateway/web/freenode/ip.192.248.8.65] has quit [Ping timeout: 245 seconds] 20140306 06:31:46-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140306 06:36:42-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 265 seconds] 20140306 06:37:33< fabi> hi trademark_ 20140306 06:48:54< trademark_> fabi, hi 20140306 06:49:03< fabi> :-) 20140306 07:04:39-!- sachith500 [c0f80841@gateway/web/freenode/ip.192.248.8.65] has joined #wesnoth-dev 20140306 07:08:58-!- sachith500 [c0f80841@gateway/web/freenode/ip.192.248.8.65] has quit [Ping timeout: 245 seconds] 20140306 07:10:12-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140306 07:24:46-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140306 07:27:11-!- wesbot changed the topic of #wesnoth-dev to: string+feature freeze active on master | 218 bugs, 350 feature requests, 28 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140306 07:27:12-!- Jetrel_ [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Ping timeout: 244 seconds] 20140306 07:33:52-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20140306 07:45:31< Soliton> iceiceice: things should definitely compile after every commit. otherwise bisecting is a pain. 20140306 07:45:46< iceiceice> right, noted 20140306 07:47:40-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140306 07:51:58-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 240 seconds] 20140306 07:53:48-!- Octalot [~noct@31.185.149.167] has joined #wesnoth-dev 20140306 08:00:03-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140306 08:00:17-!- exciton [chuck-the-@77.51.52.202] has joined #wesnoth-dev 20140306 08:03:54-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140306 08:05:16< Coffee_irc> shadowm: to answer your earlier question, the halos do not loop, the unsecified time is divided evenly between the frame halos or images to match the total duration 20140306 08:11:39-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140306 08:15:02-!- boucman_work [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140306 08:15:28-!- exciton [chuck-the-@77.51.52.202] has quit [Read error: Connection reset by peer] 20140306 08:15:41-!- exciton [chuck-the-@77.51.52.202] has joined #wesnoth-dev 20140306 08:27:53-!- Coffee_irc [~david@ppp118-210-31-67.lns20.adl2.internode.on.net] has quit [Quit: Konversation terminated!] 20140306 08:28:16-!- Coffee_irc [~david@ppp118-210-31-67.lns20.adl2.internode.on.net] has joined #wesnoth-dev 20140306 08:32:44-!- exciton [chuck-the-@77.51.52.202] has quit [Read error: Connection reset by peer] 20140306 08:32:58-!- exciton [chuck-the-@77.51.52.202] has joined #wesnoth-dev 20140306 08:36:39-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140306 08:37:59-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140306 08:45:04-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Crab_] 20140306 08:45:18-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Excess Flood] 20140306 08:45:42-!- boucman_work [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140306 09:04:32< shadowm> Coffee_irc: Ah, okay. 20140306 09:13:22-!- exciton [chuck-the-@77.51.52.202] has quit [Read error: Connection reset by peer] 20140306 09:13:36-!- exciton [chuck-the-@77.51.52.202] has joined #wesnoth-dev 20140306 09:18:28-!- exciton [chuck-the-@77.51.52.202] has quit [Read error: Connection reset by peer] 20140306 09:18:43-!- exciton [chuck-the-@77.51.52.202] has joined #wesnoth-dev 20140306 09:24:52-!- Ivanovic [~ivanovic@x2f457dd.dyn.telefonica.de] has quit [Changing host] 20140306 09:24:52-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140306 09:27:35-!- exciton 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10:56:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140306 10:56:27-!- knotwork [~markm@unaffiliated/knotwork] has quit [Read error: Connection reset by peer] 20140306 10:56:56-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20140306 11:04:01-!- LordNasty [~NaSTy@93-43-144-31.ip92.fastwebnet.it] has quit [Ping timeout: 240 seconds] 20140306 11:05:46-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140306 11:06:47-!- irker447 [~irker@ai0867.net] has joined #wesnoth-dev 20140306 11:06:47< irker447> wesnoth: Nils Kneuper wesnoth:master 10a8ef2b6eef / / (6 files in 5 dirs): updated Slovak translation http://git.io/zBWDtw 20140306 11:06:49< irker447> wesnoth: Nils Kneuper wesnoth:master e6c239807d01 / changelog players_changelog: changelog formatting changes http://git.io/SOL0kg 20140306 11:23:21-!- stikonas [~gentoo@maths-pgs-002.maths.ed.ac.uk] has joined #wesnoth-dev 20140306 11:23:21-!- 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[~kex@89.205.75.19] has quit [Ping timeout: 240 seconds] 20140306 12:27:27-!- kex [~kex@212.158.180.50] has joined #wesnoth-dev 20140306 12:30:59-!- EdB [~edb@85.69.242.6] has quit [Ping timeout: 265 seconds] 20140306 12:31:06-!- EdB_ [~edb@85.69.242.6] has joined #wesnoth-dev 20140306 12:49:58-!- kex [~kex@212.158.180.50] has quit [Read error: Connection reset by peer] 20140306 12:53:58-!- spoffy [~spoffy@dhcp-203-139.wireless.soton.ac.uk] has quit [Ping timeout: 240 seconds] 20140306 12:57:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140306 12:58:31-!- kex [~kex@212.158.180.50] has joined #wesnoth-dev 20140306 13:02:46-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has joined #wesnoth-dev 20140306 13:02:46-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has quit [Changing host] 20140306 13:02:46-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140306 13:05:56-!- stikonas [~gentoo@cpat001.wlan.net.ed.ac.uk] has joined #wesnoth-dev 20140306 13:05:56-!- stikonas [~gentoo@cpat001.wlan.net.ed.ac.uk] has quit [Changing host] 20140306 13:05:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140306 13:10:21< Soliton> happygrue, Duthlet: the dev server is on port 14997. 20140306 13:12:21< happygrue> ah, thanks 20140306 13:12:39< happygrue> I'll update the wiki 20140306 13:13:05< happygrue> welll 20140306 13:13:48< happygrue> so 15000 is trunk? 20140306 13:14:21-!- kex [~kex@212.158.180.50] has quit [Read error: Connection reset by peer] 20140306 13:14:51-!- kex [~kex@212.158.180.50] has joined #wesnoth-dev 20140306 13:15:02< Soliton> yes, doubling as the redirector that sends you to the appropriate server based on your version. 20140306 13:17:54< Soliton> every other port is internal and subject to change when we feel like it though, which is we the wiki is out of date. 20140306 13:19:17< Soliton> s/we/why/2 20140306 13:25:54-!- sachith500 [~kvirc@112.134.228.231] has joined #wesnoth-dev 20140306 13:27:14-!- kex [~kex@212.158.180.50] has quit [Remote host closed the connection] 20140306 13:31:09< happygrue> I see. 20140306 13:31:55< sachith500> hey happygrue :) 20140306 13:33:00< happygrue> hello sachith500 20140306 13:34:28< happygrue> Soliton: so my build is a a week old, but I can get to the development server on port 14997, no contact on 14996, and then 95,98,99 all redirect to trunk for me. Is that because my build is a bit out of date or something else? 20140306 13:34:33< sachith500> I'm working on the timeline for the project :D 20140306 13:34:38< happygrue> ah, good. 20140306 13:34:39< sachith500> how fine-grained should I make it? 20140306 13:34:54< sachith500> I was thinking weekly 20140306 13:35:13< happygrue> That seems reasonable to me. 20140306 13:35:16< sachith500> because I think it'd be easier for you guys to check in weekly on the progress? 20140306 13:35:42< sachith500> ;) 20140306 13:35:55< sachith500> you can ask me at the end of the week, did you do x,y and z hehe 20140306 13:36:01< happygrue> ;) 20140306 13:36:44< sachith500> I also had a brainwave about the AI project 20140306 13:36:45< happygrue> I don't think we'll need to nitpick you on a weekly basis, but monthly or daily just doesn't make much sense. :D 20140306 13:36:54< sachith500> yeah true 20140306 13:37:03< sachith500> so I thought I'd just put an application for that too 20140306 13:37:07< Soliton> happygrue: that's how it should work. beside the dev server trunk versions are not accepted. 20140306 13:37:12< sachith500> just in case someone thought that idea was impressive :D 20140306 13:37:42< Soliton> happygrue: to join any server you need a version of "test". 20140306 13:37:44< happygrue> okay, so I can remove the bit about connecting to stable then? 20140306 13:37:55< happygrue> oh 20140306 13:38:21< Soliton> a 1.10 version can connect to stable. 20140306 13:38:21< happygrue> looking here: http://wiki.wesnoth.org/Multiplayerservers 20140306 13:38:47< happygrue> I'm just wondering if it the stuff about connecting to stable via ports should get changed to certain ports or just removed? 20140306 13:39:06< happygrue> I see 20140306 13:39:49< happygrue> well, no I don't: by previous stable version, is that like 1.8.X? 20140306 13:40:08< Soliton> oldstable is currently 1.8, yes. 20140306 13:41:09< Soliton> btw, did you get an invite? 20140306 13:42:11< happygrue> but if trunk versions can't connect to the stable servers anyway I'm not sure why those ports are needed on the wiki? 20140306 13:42:14< happygrue> no... 20140306 13:42:58< Soliton> the "development" stable version can join there. 20140306 13:43:07< happygrue> ah, right right 20140306 13:43:08< happygrue> okay 20140306 13:43:21< Soliton> the terminology is a bit confusing since there is no trunk with git anymore.. :-) 20140306 13:43:48< sachith500> Soliton, happygrue for the winner detection part of the project 20140306 13:44:06< sachith500> what do you think about using an ontology based solution? 20140306 13:44:17< sachith500> specially for custom scenarios 20140306 13:44:18< Soliton> so the latest unreleased stable/dev version can join the stable/dev server when using the correct port. 20140306 13:44:37< sachith500> they would use some key words to declare who won, right? 20140306 13:45:02< Soliton> well, actually it works automatically for the stable version... 20140306 13:45:07< sachith500> like "winner", "congrats", "won" 20140306 13:45:32< happygrue> sachith500: since different languages could be spoken in the game, typos and things like "gg" it gets pretty messy IMO 20140306 13:45:34< Soliton> so yeah, i guess the only interesting part is joining the dev server with the latest unreleased version. 20140306 13:45:45< happygrue> you could get some correct data from it, but probably you throw out a lot too. 20140306 13:45:54< sachith500> that's true 20140306 13:46:02< sachith500> actually not spoken out loud 20140306 13:46:10< sachith500> I meant messages displayed in the scenario 20140306 13:46:16< happygrue> Soliton: well, I just updated the port for the dev server and left the rest ;) I was wondering if other stuff was needed, but that will do for now at least. 20140306 13:46:17< sachith500> by content creators 20140306 13:46:31< sachith500> those would have specific tags 20140306 13:47:07< sachith500> I was thinking of using some pattern mining 20140306 13:48:01< sachith500> I've used string mining before for some ML work, so I was just thinking out loud whether it would work here too :) 20140306 13:48:46< sachith500> which reminds me I should update my wiki page ;D 20140306 13:48:51< sachith500> I'll think some more on this :) 20140306 13:49:09-!- neXyon_ is now known as neXyon 20140306 13:49:26-!- neXyon [~neXyon@85-127-228-118.dynamic.xdsl-line.inode.at] has quit [Quit: bye] 20140306 13:51:34< Soliton> doesn't sound useful. we want a simple reliable solution, not guessing. 20140306 13:52:40< sachith500> hmm all right 20140306 13:53:02< sachith500> well this would be in addition to the button of course 20140306 13:53:10< sachith500> resign button 20140306 13:53:33< sachith500> but yeah, too much work for not so much effort I guess 20140306 13:53:45< sachith500> *not much of a result 20140306 13:53:47< Soliton> yeah, i think so. 20140306 13:54:03< sachith500> ok thanks for your input :D 20140306 13:54:12-!- spoffy [~spoffy@152.78.175.8] has joined #wesnoth-dev 20140306 13:59:43-!- EdB_ [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140306 14:06:51-!- irker447 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20140306 14:07:01< happygrue> sachith500: When you said messages by content creators, did you mean looking at end_text from the [endlevel] tag? 20140306 14:07:13< sachith500> yeah 20140306 14:08:09< sachith500> wait 20140306 14:08:46< happygrue> I'm sorry, I thought you meant things people were saying in the game at first. That might be how to do it for custom scenarios, I am actually not sure what the best way is for some of the more complicated games out there. 20140306 14:09:13< happygrue> or maybe we just can't declare a "winner" in some of them. 20140306 14:09:36< sachith500> yeah 20140306 14:09:41< sachith500> mining chat messages 20140306 14:09:50< sachith500> would be a nightmare 20140306 14:09:53< sachith500> in terms of optimizing 20140306 14:09:59< happygrue> right 20140306 14:10:01< sachith500> just too much data 20140306 14:13:27-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Ping timeout: 265 seconds] 20140306 14:13:52< happygrue> The focus is on the common, easier games to decide, but I think it would also be useful to have a format is developed and made public so that if a scenaro designer wants to somehow indicate that "these sides won and those sides lost" somehow he could track it and make note of it at the end 20140306 14:14:06< sachith500> oh! 20140306 14:14:09< happygrue> but I would put that at the list of things that "if there's time at the end it would be nice" 20140306 14:14:10< sachith500> that's a great idea 20140306 14:14:15< sachith500> yeah 20140306 14:14:22< sachith500> first get the basics down 20140306 14:14:23< happygrue> because I don't know how much that would get used 20140306 14:14:34< sachith500> true 20140306 14:14:45< sachith500> we could tell them that it would help them get feedback 20140306 14:14:50< sachith500> and that might motivate them :D 20140306 14:15:05< sachith500> but for that part 3 would be a prerequisite 20140306 14:15:34< happygrue> for example, there is a scenario where it's 2v2, but both teams are fighting on seperate maps against an AI and they are sort of competing in parallel but they can do certain things to hurt the other team... it's complicated 20140306 14:15:56-!- Aishiko_laptop [~unknown@198.85.71.253] has joined #wesnoth-dev 20140306 14:16:01< happygrue> the scenario creater might want to track winners and stuff, but it's also not all that useful for us, for any balancing purpose 20140306 14:19:11< sachith500> ahh 20140306 14:19:14< sachith500> right 20140306 14:19:17< sachith500> i've played that 20140306 14:19:30< sachith500> 2v2 survival 20140306 14:28:41-!- exciton [chuck-the-@77.51.52.202] has quit [Read error: Connection reset by peer] 20140306 14:28:55-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140306 14:30:27-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140306 14:31:44-!- vorobeez [~quassel@85.142.148.12] has joined #wesnoth-dev 20140306 14:31:46-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 14:39:11< Aishiko_laptop> GSOC proposal an AI that uses machine learning, lives on the server and takes on all comers 20140306 14:40:34< Aishiko_laptop> please note that was an idea suggested in semi-jest 20140306 14:41:57< sachith500> eh? 20140306 14:42:06< sachith500> haha 20140306 14:42:11< Aishiko_laptop> sachith500, would your data project, be useful for SP players as well? giving their stats on scenarios, like difficulty lost units, wins/losses etc? 20140306 14:42:25< sachith500> erm 20140306 14:42:34< sachith500> it would be useful for ai devs 20140306 14:42:38< vultraz> Aishiko_laptop: Skynet: Origins 20140306 14:42:39< sachith500> and for deving the ai 20140306 14:42:49< Aishiko_laptop> vultraz, War Games 20140306 14:43:00< sachith500> I can think of several nice overlaps between this project and the AI one 20140306 14:43:10< sachith500> not overlaps 20140306 14:43:26< sachith500> benefits of this project for the AI one 20140306 14:43:33< sachith500> if SP is considered 20140306 14:43:42< sachith500> but for now the focus is on multiplayer 20140306 14:43:44< Soliton> good point indeed. the replay analyzation should be applicable to sp games as well. 20140306 14:43:56< sachith500> yeah 20140306 14:43:58< Aishiko_laptop> Soliton, that was what I was thinking 20140306 14:44:11< Soliton> so at least the DB layout should take that into account. 20140306 14:44:28< sachith500> hmm right 20140306 14:44:31< Aishiko_laptop> SP players could have a kill/loss ratio 20140306 14:44:32< Soliton> but the querying and visualization should focus on mp. 20140306 14:44:44-!- mattsc [~mattsc@207.230.251.234] has joined #wesnoth-dev 20140306 14:44:44< sachith500> oh all right 20140306 14:44:50< Aishiko_laptop> sort of like the military, =) 20140306 14:44:54< sachith500> I could fiddle with some views to get that done 20140306 14:45:35< sachith500> I actually had an awesome idea for the AI project 20140306 14:45:41< Soliton> basically just some more DB fields would be needed that you might not have included yet, like scenario/campaign name and such. 20140306 14:45:46< sachith500> then realised I'd need the replay analyser 20140306 14:46:25< sachith500> ah ok 20140306 14:47:23< Soliton> well, that's from 5s thinking about it. :-P 20140306 14:47:33< Soliton> there's probalby more... 20140306 14:47:36< sachith500> yeah 20140306 14:47:55< sachith500> I'm trying to think of a good schema 20140306 14:48:11< sachith500> if we stick all the stats in it just as is... 20140306 14:48:20< sachith500> not very normalized 20140306 14:48:21< sachith500> :P 20140306 14:48:26< sachith500> although faster for lookup 20140306 14:49:44< Soliton> we did have a sp stats thing a while ago. that was done directly from the game though. but might be interesting to look at the DB layout of that. 20140306 14:49:56< sachith500> oh what was it in? 20140306 14:49:59< sachith500> MySQL? 20140306 14:50:06< Soliton> i think so. 20140306 14:50:13< sachith500> all right thanks :D 20140306 14:51:10< Soliton> we should have some DB dumps of it. no idea where all that is documented though. 20140306 14:51:28< sachith500> hmm 20140306 14:51:47< sachith500> soliton what about player stats for multiplayer? 20140306 14:51:47< Soliton> at the least one can find stuff about it in the git history. 20140306 14:52:10< Soliton> there's a ladder. 20140306 14:52:35< sachith500> hmm but not all games are ladder >.> 20140306 14:52:38< Soliton> general stats built-in are controversial. 20140306 14:52:44< sachith500> yeah 20140306 14:52:54< sachith500> That's what i was asking 20140306 14:53:10< sachith500> it'd make my schema nice tho :P 20140306 14:53:44< Soliton> the schema shouldn't change whether you get the data live or from a replay? 20140306 14:54:04-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140306 14:54:06< sachith500> true 20140306 14:56:16< sachith500> my view of the parser is that it treats replays as one big message 20140306 14:56:27< sachith500> live data as small messages 20140306 14:56:47< sachith500> so both messages and handled the same way 20140306 14:57:02< sachith500> reuse the code 20140306 14:58:47< happygrue> I'm not sure how relevant it is, but don't we keep some data on SP campaign playthroughs right now? 20140306 14:59:41< Soliton> the sp stats stuff is turned off or even removed. 20140306 15:00:07< happygrue> I see 20140306 15:00:37< Soliton> only thing we track is a successful campaign playthrough for those campaign medals or whatever afaik. 20140306 15:00:50< happygrue> I thought sachith500 might be interested in looking at the code there, depending on what it tracked and how. 20140306 15:01:20< Soliton> that's what we talked about above. :-P 20140306 15:01:58< happygrue> carry on, carry on... ;) 20140306 15:02:58< sachith500> :D 20140306 15:03:20-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140306 15:04:27-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 15:05:24< Aishiko_laptop> another idea is to have the individual player stats be something optional, like you can have them calculated, or not, keep the results private or not. Assuming you do individual MP player stats 20140306 15:07:28< sachith500> hmm well I'm not too hyped about player stats myself 20140306 15:07:58-!- mattsc [~mattsc@207.230.251.234] has quit [Quit: Computer's napping] 20140306 15:08:10< sachith500> my personal opinion is that wesnoth is fine without them :P 20140306 15:08:20< sachith500> for SP sure 20140306 15:08:53< Aishiko_laptop> I'm not for a lot of them, people tend to get very competitive but against the AI, I would think that would be interesting 20140306 15:09:41-!- ALourenco [c189db30@gateway/web/freenode/ip.193.137.219.48] has joined #wesnoth-dev 20140306 15:10:13< sachith500> against the AI? 20140306 15:10:16< sachith500> as in single player? 20140306 15:10:19< sachith500> or multiplayer vs AI? 20140306 15:11:10< sachith500> hmm that idea could have some potential 20140306 15:11:33< sachith500> I have the worst cold right now 20140306 15:11:35< sachith500> feel horrible 20140306 15:12:22< sachith500> well I updated the wiki with my experience. I'll mine the IRC logs later for the rest of our discussion and reflect on it further 20140306 15:12:26 * happygrue backs away a bit 20140306 15:12:35 * sachith500 sneezes on happygrue 20140306 15:12:55< happygrue> grues don't put up with such things for long... 20140306 15:13:08 * sachith500 panics. 20140306 15:13:11-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140306 15:13:11 * sachith500 runs away. 20140306 15:15:28< ALourenco> Hey guys! Is there any bug list or task list so I could be working on my freetime? 20140306 15:15:44< Soliton> bugs.wesnoth.org 20140306 15:16:12< Soliton> wiki.wesnoth.org/EasyCoding 20140306 15:17:38< ALourenco> kk. Thank you 20140306 15:17:54< ALourenco> also, I would like to ask something 20140306 15:18:07< Soliton> especially bugs/features should be discussed here to make sure they are still relevant/get help etc. 20140306 15:18:17< ALourenco> I'm very interested in working on wesnoth. I already applied for the SpriteSheets problem 20140306 15:18:55< ALourenco> , but if its needed more people to the sdl 2 project. I can work on it instead 20140306 15:19:10< ALourenco> I don't know if I can apply for both 20140306 15:20:07< Aishiko_laptop> ALourenco, you can 20140306 15:20:58< Soliton> you can apply to as many as you want. it's just harder to make multiple good proposals. 20140306 15:21:09< ALourenco> And should I create a new application or just change my currently one and say I would like to apply for both? 20140306 15:21:31< Aishiko_laptop> ALourenco, plus if there is a name with a date that means a student is already working on that task 20140306 15:21:50< Aishiko_laptop> ALourenco, new application/proposal for each 20140306 15:23:40< ALourenco> but won't the accepted students lists only be revealed on April 21st? 20140306 15:23:56< sachith500> you have to upload it to melange 20140306 15:23:57< sachith500> later 20140306 15:24:07< Ivanovic> ALourenco: nothing is decided yet 20140306 15:24:26< Aishiko_laptop> ALourenco, on the coding tasks not the projects, a student can say I'm working on this and other students are supposed to leave it alone 20140306 15:24:28< Ivanovic> and of course several students can *and* will apply for the same basic project 20140306 15:24:51-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20140306 15:25:22 * Aishiko_laptop might not be understanding why she would add her name and date to the easy coding tasks page under the unit recall cost one 20140306 15:27:45-!- mattsc [~mattsc@fw.hia.nrc.ca] has joined #wesnoth-dev 20140306 15:32:08< Aishiko_laptop> hi mattsc 20140306 15:33:24< mattsc> hi Aishiko_laptop 20140306 15:36:41< Aishiko_laptop> nick Aishiko 20140306 15:36:45-!- Aishiko_laptop is now known as Aishiko 20140306 15:38:49-!- spoffy [~spoffy@152.78.175.8] has quit [Ping timeout: 240 seconds] 20140306 15:39:26< mattsc> Does anybody here have access to OS X 10.6? 20140306 15:40:14< Aishiko> one of the members of a couple of my classes has a mac laptop no clue on which version 20140306 15:41:23< mattsc> I got a report that the Wesnoth 1.11.11 OS X package crashes on OS X 10.6, but that it works on OS X 10.5. And I know that it works on OS X 10.9. 20140306 15:41:47< sachith500> haha 20140306 15:41:48< mattsc> Also, apparently it crashes after the start event messages in HttT, so this is quite strange. 20140306 15:41:50< sachith500> git bisect? 20140306 15:41:50< sachith500> :P 20140306 15:42:12< happygrue> mattsc: my wife has a mac with OSX 10.6.8, I can check on that in a bit 20140306 15:42:24< mattsc> sachith500: that only works if anybody who can build has OS X 10.6, that's why I am asking here :P 20140306 15:42:35< sachith500> hehe :D 20140306 15:42:41< mattsc> happygrue: that would be great, thank you! 20140306 15:42:42< happygrue> oh, I'm not setup to build there but I could check the package 20140306 15:43:05< mattsc> I pulled out my old mostly broken laptop, but that one still has 10.5 on it ... 20140306 15:43:49< mattsc> happygrue: yes, that's all that's needed for now until we confirm (or not) that this is a problem specifically with 10.6. 20140306 15:43:54< happygrue> okay 20140306 15:44:15< mattsc> If it crashes, could you also check if there are any messages at stdout? 20140306 15:44:59< happygrue> okay, I'll hopefully be able to check in about 15 min 20140306 15:45:11< mattsc> happygrue: no rush 20140306 15:46:20< mattsc> happygrue: oh, and if it's not too much of a strain on your time (and network), if 1.11.11 crashes, could you check out 1.11.10 as well? 20140306 15:46:48< mattsc> I'd like to know if this is a problem with Wesnoth, or with how I build the OS X packages. 20140306 15:47:17< happygrue> Sure I'll ping you when I see what happens with 1.11.11 20140306 15:47:27< mattsc> Okay, great, thank you! 20140306 15:47:27< happygrue> so load HttT ? 20140306 15:47:41< happygrue> or does it crash before that? 20140306 15:50:02< ALourenco> kk. Im having a problem building wesnoth 20140306 15:50:07< ALourenco> there is no boost/math/constants/constants.hpp 20140306 15:50:10< ALourenco> directory 20140306 15:50:26< ALourenco> at least I can't find it. Proly I'm searching for it in the wrong place 20140306 15:50:54< Soliton> you need to install boost. 20140306 15:51:37< mattsc> happygrue: just reread and it's not quite clear. I think that he means that it crashes after the start event, so at the beginning of the player's turn. 20140306 15:52:04< happygrue> okay, it's installing now, I'll just go try to break stuff! 20140306 15:52:12< mattsc> :) 20140306 15:56:48 * mattsc just noticed that his old semi-broken laptop without a battery has OS X 10.5 on it. 20140306 15:57:14< mattsc> So I still can't do the 10.6 test, but I can check the builds with 10.5 at least. Currently downloading ... 20140306 16:00:37< _8680_> mattsc: I have Mac OS X 10.6.8. 20140306 16:02:10< mattsc> _8680_: cool - happygrue's already testing things though, so we're probably good. But of course, if you also want to test, I won't complain. :) 20140306 16:02:24< mattsc> _8680_: have you already used 1.11.11 with it? 20140306 16:02:52< _8680_> I don’t believe I have. 20140306 16:03:45< mattsc> _8680_: okay, thanks, no worries then. I'll wait what happygrue finds. 20140306 16:04:04< mattsc> after that, I might have follow-up questions... 20140306 16:07:32-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 265 seconds] 20140306 16:07:40< Aishiko> ALourenco, you need to load all the dependencies first 20140306 16:09:42< Aishiko> ALourenco, http://wiki.wesnoth.org/CompilingWesnoth#Prerequisites if you haven't found it already 20140306 16:09:48< happygrue> mattsc: had something come up fiirst, but I did just get it to crash while resizing windows 20140306 16:09:57< happygrue> it said possibly due to bad WML 20140306 16:10:09< happygrue> where is the stderr on a mac? 20140306 16:10:13< happygrue> I am kind of clueless about them 20140306 16:10:29< mattsc> you need to start from the CL for that, then it is in the terminal 20140306 16:11:08< mattsc> So just resizing the Wesnoth window crashed it? 20140306 16:11:15< happygrue> okay, going to need a bit, really busy with some things at the moment. 20140306 16:11:32< mattsc> Sure, no problem. As I said, there's no rush at all. 20140306 16:11:35< happygrue> yes, it seemed like it was working okay, so I maximized the window and then started looking around for fullscreen and it crashed 20140306 16:11:49< happygrue> back a bit later to do it in more detail, afk a bit 20140306 16:12:05< mattsc> talk to you later, and thanks. 20140306 16:13:06< _8680_> mattsc: What’s the SHA 1 (you only have SHA 1, right?) hash of your Wesnoth_1.11.11.dmg? 20140306 16:14:17< mattsc> _8680_: d46a8c8c24a440d6d32ef0490ee06c36a7c80384 (that's using shasum at the CL) 20140306 16:14:23< _8680_> Thanks. 20140306 16:14:45< mattsc> ... and it's the same on SF, I had checked that previously 20140306 16:15:47-!- cib0 [~cib@p20030067CE5CD701267703FFFEE75B84.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140306 16:15:53-!- stikonas [~gentoo@cpc18-sgyl27-2-0-cust35.18-2.cable.virginm.net] has joined #wesnoth-dev 20140306 16:15:53-!- stikonas [~gentoo@cpc18-sgyl27-2-0-cust35.18-2.cable.virginm.net] has quit [Changing host] 20140306 16:15:53-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140306 16:16:16< _8680_> I don’t see any hashes on the SourceForge downloads page. 20140306 16:16:50< _8680_> Except for a MD5 hash of the source tarball. 20140306 16:17:09< mattsc> Click on the 'i' (in the circle) 20140306 16:19:02< mattsc> On this page: http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.11.11/ 20140306 16:19:12< mattsc> (just to make sure we're talking about the same thing) 20140306 16:19:43< _8680_> Oh. I don’t see an ‘i’ in a circle, but that’s most likely because I’m using w3m (because SF throws Chrome into a redirect loop for whatever reason) and SF hasn’t bothered with accessibility. 20140306 16:21:16< mattsc> _8680_: this is how it looks for me: http://imagebin.org/297578 20140306 16:25:10-!- justinzane [~justinzan@tiny.justinzane.com] has quit [] 20140306 16:26:38< mattsc> Hmm, why is the background image not shown in the disk image window on OS X 10.5? :( 20140306 16:28:59< mattsc> I should stick to the things I understand, like the AI ... 20140306 16:29:10< mattsc> No, wait, I understand the AI even less. :P 20140306 16:30:34< Aishiko> mattsc, I've added unit recall costs to units, unit_types, and the lua files am I missing location that should have it? 20140306 16:32:56< mattsc> Aishiko: umm, can't think of anything right now, but I'm really not the right person to ask about this. 20140306 16:33:32< _8680_> For me: 20140306 16:33:58< Aishiko> mattsc, sorry but I don't know of whom to ask. I would think maybe wml-tags but I'm not sure where in there 20140306 16:35:05< mattsc> _8680_: I see 20140306 16:36:00< mattsc> _8680_: if you want the MD5 hash (from SF): b46cf0bd764da33ce88710434768b943 20140306 16:36:41< mattsc> Aishiko: sorry, I'm lost a little. What do you want to do with wml-tags? 20140306 16:37:08-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140306 16:37:40< _8680_> SHA is better, but extra verification won’t hurt; thanks. 20140306 16:37:52< sachith500> well I'm off for now 20140306 16:37:55< sachith500> see you guys :D 20140306 16:37:58-!- sachith500 [~kvirc@112.134.228.231] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140306 16:38:28< Aishiko> mattsc, add in the recall_cost, I would think it would have to be in there to get and read out the value to the affected units (at this point none/all, none in that noone is able to/is use/ing it yet, but could 20140306 16:39:29< mattsc> Aishiko: okay, sorry, need to take a step back... So you have added the parameter to the units, but you can't do anything with it yet? 20140306 16:39:43< Aishiko> bingo! 20140306 16:40:08< mattsc> Ah, sorry, I'd missed that detail :) 20140306 16:40:20< mattsc> But you can access it in Lua? 20140306 16:40:30< Aishiko> I'm not sure if I need to have something in the wml-tags or the parser to put something in it 20140306 16:40:59< happygrue> mattsc: I can get it to crash if I do crazy things to the resizing while there is a WML message up 20140306 16:41:15< happygrue> like making it maximized and then trying to resize it way back down, and making it odd shapes 20140306 16:41:16< mattsc> happygrue: oh, I think that is a know bug. 20140306 16:41:22< happygrue> but I don't see any other crash 20140306 16:41:30< happygrue> seems to load and work fine, recruiting, I played some turns 20140306 16:41:33< mattsc> At least it sounds like something I have heard before. 20140306 16:41:43< Aishiko> mattsc, not sure if I can access it at all, (well I know I can in theory since I took care of the trying to access a private var thing) but not sure HOW to. lua is totally new to me 20140306 16:41:53< happygrue> We'd need a more detailed report to look into it further I think 20140306 16:42:19< mattsc> happygrue: yeah, agreed. I'll ask for it. Thank you very much! 20140306 16:42:32< happygrue> sure 20140306 16:42:57< mattsc> happygrue: in the meantime I have confirmed that everything seems to work fine in OS X 10.5 as well. 20140306 16:43:02< Aishiko> mattsc, I might not know much but I would thing having it started at the CL with --debug flag would hopefully give some useful debugging stuff? 20140306 16:44:04< mattsc> Aishiko: no, the --debug (actually, I'm lazy and just use -d) just puts you into the ingame debug mode. 20140306 16:44:22< mattsc> What you want is --log-debug=something 20140306 16:45:03< mattsc> But then it only gives you the output that the C++ code is set up to output. 20140306 16:45:24 * Aishiko knew there had to be something 20140306 16:45:29< mattsc> Aishiko: okay, another dumb question, when you say that you have "added it to the Lua files), what does that mean? 20140306 16:46:32< Aishiko> the lua.cpp file has a function that returns attributes, I've added a call there to get and return it 20140306 16:47:11< mattsc> For Lua units? 20140306 16:47:35< Aishiko> so in theory it should go out look at the file and go "ohh there is it is" Yes under get_unit_type 20140306 16:47:36< mattsc> Sorry for all the stupid questions, I just want to make sure that we are talking about the same thing 20140306 16:48:31< mattsc> Aishiko: okay, cool. And I assume you can define it in a unit_type cfg? 20140306 16:48:50< Aishiko> no no its good, it makes me think and look to make sure I have it in the right spot! 20140306 16:49:37< Aishiko> yes you should be able to add a line which looks like unit_recall_cost= 20140306 16:49:40< iceiceice> Aishiko: as i understand, recruitment / recall is handled by the C++ under actions/recruit.hpp / .cpp, doesnt that part need to able to read the costs? 20140306 16:49:41< Aishiko> with any int 20140306 16:50:03< mattsc> Aishiko, iceiceice: right, I was just going to get to that 20140306 16:50:25< Aishiko> iceiceice, yes it will in the next phase, first I want to make sure its going to get a value there, if its set 20140306 16:50:28< iceiceice> sry thats not actually a file i guess 20140306 16:50:32< mattsc> Aishiko: so, I think as a first step, there doesn't need to be anything that can be done with this in WML and Lua. 20140306 16:50:36< iceiceice> but i think somewhere in actions/ 20140306 16:51:13< Aishiko> iceiceice, it is actions recruit or something like that 20140306 16:51:17< mattsc> What is need (IMO): being able to define it in a unit type cfg; and the engine using that value when recalling units. 20140306 16:52:03< mattsc> I would consider being able to access and/or change it through WML/Lua a separate task. 20140306 16:52:47< mattsc> And btw, if you can access it through Lua, you're done as far as C++ is concerned, if you want. We can define the WML tag in Lua then. 20140306 16:52:58< Aishiko> phase 2, is getting that unit_recall_cost to be passed to actions recruit, and if defined used instead, so it should go unit, team, default in order of priority 20140306 16:53:39< Aishiko> phase 3 is having the gui display the individual unit recall cost =) 20140306 16:56:20< mattsc> Aishiko: if you look at the history of unit_types.cpp: https://github.com/wesnoth/wesnoth/commits/master/src/unit_types.cpp 20140306 16:56:52< mattsc> two names appear the quite often. jamit and fendrin (fabi), so those might be good people to ping about this. 20140306 16:57:11< mattsc> Also, AI0867 might, but that's only a guess from my side. 20140306 16:57:31< mattsc> ... and I'm sure some others that I am not aware of. :) 20140306 16:58:39< Aishiko> mattsc, thank you I didn't know you could do that (I did notice the list and last person too but didn't realize you could find the most often changed something, but I should have realized 20140306 17:00:34-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20140306 17:03:37< mattsc> happygrue, _8680_: I just confirmed that Wesnoth crashes when trying to maximize the window while a message is on the screen in OS X 10.9.2 as well. 20140306 17:04:28-!- Aishiko [~unknown@198.85.71.253] has quit [Remote host closed the connection] 20140306 17:06:54-!- Aishiko_laptop [~unknown@198.85.71.253] has joined #wesnoth-dev 20140306 17:08:52-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 17:12:11-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140306 17:13:38< fabi> uäh? 20140306 17:18:08< mattsc> Aishiko_laptop: I think that ^ is fabi offering his help? But I might be mistaken. ;) 20140306 17:18:35< fabi> hihi 20140306 17:20:15< fabi> tea to wake up 20140306 17:20:36< fabi> black friesen tea 20140306 17:20:38-!- ALourenco [c189db30@gateway/web/freenode/ip.193.137.219.48] has quit [Ping timeout: 245 seconds] 20140306 17:20:42< Aishiko_laptop> ohh hi hi, sorry had a X screw and Access2013 class (someone kill me now .... please?) 20140306 17:21:09< fabi> not me. Too lazy to kill. 20140306 17:22:56< Espreon> Sounds like someone's having the time of their life 20140306 17:23:20< fabi> hi Espreon 20140306 17:23:48< Espreon> Hi, fabi! 20140306 17:27:32-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140306 17:33:34-!- Gallaecio [~quassel@84.120.114.91.dyn.user.ono.com] has joined #wesnoth-dev 20140306 17:33:39< Aishiko_laptop> fabi, I was wondering if I could show you changes to the units and see if I'm missing anything to make it work and how to pass the new value to the recruit unit function 20140306 17:35:32< Aishiko_laptop> I think it is passing the unit's cfg along with the team (side) information to the recruit/recall function 20140306 17:38:42-!- ranveeraggarwal [67157f4c@gateway/web/freenode/ip.103.21.127.76] has joined #wesnoth-dev 20140306 17:40:36-!- ranveeraggarwal_ [a2f3e221@gateway/web/freenode/ip.162.243.226.33] has joined #wesnoth-dev 20140306 17:42:43-!- ranveeraggarwal [67157f4c@gateway/web/freenode/ip.103.21.127.76] has quit [Ping timeout: 245 seconds] 20140306 17:44:05< ranveeraggarwal_> Hello all. I'm a student looking forward to participate in GSoC this year. Of the given list of organisations, yours seemed quite interesting. I'd like to apply. It'd be great if anyone can help me get started 20140306 17:51:57< fabi> Aishiko_laptop: Yes. The best approach is probably to find an already present wml attribute which works similar to what you need for recall_cost and copy its implementation. 20140306 17:52:57-!- Kexoth [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140306 17:53:22-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 17:54:41< Aishiko_laptop> fabi, I was looking for the team version but couldn't find it listed in the WML-tags I'll take another look after class 20140306 17:57:05-!- justinzane [~justinzan@tiny.justinzane.com] has joined #wesnoth-dev 20140306 17:58:13-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 265 seconds] 20140306 17:58:18< Aishiko_laptop> I found references in the recruit, I just need to back trace from there 20140306 17:58:58-!- ranveeraggarwal_ [a2f3e221@gateway/web/freenode/ip.162.243.226.33] has quit [Ping timeout: 245 seconds] 20140306 17:59:13-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 240 seconds] 20140306 17:59:24-!- 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[~bahadir@193.106.31.223] has joined #wesnoth-dev 20140306 21:26:03-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140306 21:30:11-!- bahadir [~bahadir@193.106.31.223] has quit [Ping timeout: 264 seconds] 20140306 21:30:46-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 21:31:08-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140306 21:35:39-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 252 seconds] 20140306 21:44:28-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140306 21:46:45< mattsc> Crab_: hi 20140306 21:46:52< Crab_> mattsc: hello 20140306 21:47:39< mattsc> There've been a bunch of questions by students about the AI project which I have been trying to answer as good as I can, but I am unsure about some things, so I've told them to try pinging you. 20140306 21:47:42< mattsc> Hope that's ok. 20140306 21:48:50-!- Octalot [~noct@31.185.149.167] has joined #wesnoth-dev 20140306 21:48:53< Crab_> mattsc: sure. is there any particular time of day when they're here? 20140306 21:49:28< Crab_> mattsc: e.g. I'm from time to time in the evenings-in-europe, so I was wondering if I should try another timezone, as I've only spoken to one of the students 20140306 21:50:18< mattsc> Crab_: well, the main conversation was with that same student, I believe, yesterday. Let me look it up. 20140306 21:51:26< mattsc> Crab_: starting at 20140305 15:36:18 http://www.wesnoth.org/irclogs/2014/03/%23wesnoth-dev.2014-03-05.log 20140306 21:51:38< Crab_> I'll take a look 20140306 21:52:13< mattsc> But I think he's around at other times too; I think he's a timezone or a few east of you. 20140306 21:52:45< Crab_> mattsc: yes, I think I spoke with him once 20140306 21:53:03< Crab_> mattsc: http://wiki.wesnoth.org/Ai_Module is a slightly obsolete list of file locations 20140306 21:53:48< Crab_> mattsc: and, you're right about the general idea 20140306 21:53:56< mattsc> Crab_: yeah, I'm aware of this. My uncertainties are mostly about the direction in which you want this project to go. 20140306 21:54:05< mattsc> okay, good 20140306 21:54:27< mattsc> Crab_: as for the bug I told you about a couple weeks ago (sometimes it not being possible to delete a CA after a reload), I managed to fix that myself, so you don't need to look into it. 20140306 21:54:39< Crab_> mattsc: yes, I've seen the commit, sorry for not doing that 20140306 21:55:02< mattsc> No worries, I learned a bunch of things is the process, which was good. 20140306 21:56:03< Crab_> mattsc: I'd like the student to take a few simple things to see if that improves things, and then try figuring out if it's worth to attack/defend in a given area/time-of-day (this is not only about aggression, it's about placing units out of reach or doing 'attacks without attacking' - e.g. moves to block access 20140306 21:58:11-!- vpenzev [~vpenzev@194.1.184.186] has joined #wesnoth-dev 20140306 21:59:12< mattsc> Crab_: So, come up with some sort of metric that makes a yes/no decision on whether to attack; and if the answer is no, do some alternative action? 20140306 21:59:25< Crab_> mattsc: yes. and try to plug it into combat phase 20140306 21:59:33< mattsc> Then run this through some sort of test to see whether it makes things better or worse? 20140306 21:59:48< Crab_> mattsc: so, try to weight attacks against other actions 20140306 21:59:53< mattsc> Right - you either need to do that, or make the score of the combat CA variable 20140306 22:00:03-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140306 22:00:16-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140306 22:00:17-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140306 22:00:32< Crab_> mattsc: I think that more can be done if the combat phase is extended with alternate 'pseudo-attacks', than by using other CAs 20140306 22:00:53< Crab_> mattsc: since it's both about 'movement of units near the enemy' 20140306 22:01:05< Crab_> mattsc: and the code can have better access to availabile options that way 20140306 22:01:34< Crab_> mattsc: but there's plenty of things that can be done either as additional CAs or as some extra stage in the beginning to figure out what to do 20140306 22:01:48< mattsc> Crab_: yeah, that's consistent with my experience. I've actually changed Fred more and more toward using a single CA for everything other than recruiting and ... one other thing, I forgot what. 20140306 22:02:34< Crab_> mattsc: do you even use dynamic scores in your CAs ? (e.g. when CA can return not N or 0, but a lot of different priorities) 20140306 22:03:09< Crab_> mattsc: standard CAs were grandfathered from old AI which had a well-defined order, so they had static priorities in that order 20140306 22:03:14< mattsc> Crab_: yes, I do. But as I said, I found the single CA concept more flexible on the whole anyway. 20140306 22:03:21< Crab_> mattsc: ok 20140306 22:03:42< Crab_> mattsc: I want at least try to see if doing anything extra in the standard combat CA would help 20140306 22:04:16< mattsc> Crab_: yeah, that makes sense. And it means I know have some idea in which direction you want to take this. Thanks. 20140306 22:04:16-!- TC01 [~quassel@128.220.109.252] has joined #wesnoth-dev 20140306 22:04:27< mattsc> s/know/now :P 20140306 22:07:45-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140306 22:13:27-!- sachith500 [~kvirc@112.134.131.173] has joined #wesnoth-dev 20140306 22:16:18-!- vpenzev [~vpenzev@194.1.184.186] has quit [Ping timeout: 240 seconds] 20140306 22:27:35-!- Crab_ [~Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20140306 22:32:17-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Remote host closed the connection] 20140306 22:32:19-!- zookeeper2 [~lmsnie@37.35.27.57] has joined #wesnoth-dev 20140306 22:32:28-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has quit [Ping timeout: 321 seconds] 20140306 22:34:49-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20140306 22:38:08-!- sachith500 [~kvirc@112.134.131.173] has quit [Read error: Connection reset by peer] 20140306 22:38:25-!- zookeeper2 [~lmsnie@37.35.27.57] has quit [Ping timeout: 240 seconds] 20140306 22:38:25-!- sachith500 [~kvirc@112.134.131.173] has joined #wesnoth-dev 20140306 22:38:55-!- sachith500 [~kvirc@112.134.131.173] has quit [Read error: Connection reset by peer] 20140306 22:41:03-!- Bengt82 [~Bengt82@s83-179-55-156.cust.tele2.se] has joined #wesnoth-dev 20140306 22:41:12-!- Bengt82 [~Bengt82@s83-179-55-156.cust.tele2.se] has quit [Remote host closed the connection] 20140306 22:42:00< shadowm> Ivanovic: Still sick? 20140306 22:49:02< EliDupree_> Whee, I caused a segfault in the animation code! 20140306 22:53:12-!- sachith500 [~kvirc@112.134.131.173] has joined #wesnoth-dev 20140306 22:53:37-!- sachith500 [~kvirc@112.134.131.173] has quit [Read error: Connection reset by peer] 20140306 22:56:16-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140306 22:56:30-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140306 22:57:43-!- Gallaecio [~quassel@84.120.114.91.dyn.user.ono.com] has quit [Read error: Connection reset by peer] 20140306 22:58:07-!- irker866 [~irker@ai0867.net] has joined #wesnoth-dev 20140306 22:58:07< irker866> wesnoth: Chris Beck wesnoth:master df39be5d12a8 / src/team.cpp: idle controlled teams serialize as "human" controlled http://git.io/FjpubQ 20140306 22:58:07< irker866> wesnoth: Chris Beck wesnoth:master 9968636c17ab / changelog: update changelog http://git.io/TmnAwA 20140306 22:59:41-!- Gallaecio [~quassel@84.120.114.91.dyn.user.ono.com] has joined #wesnoth-dev 20140306 23:02:35-!- spoffy [~spoffy@152.78.175.8] has quit [Ping timeout: 252 seconds] 20140306 23:06:11< mattsc> iceiceice: check out the bug that EliDupree_ just posted. #21765 20140306 23:07:06-!- sachith500 [~kvirc@112.134.131.173] has joined #wesnoth-dev 20140306 23:10:38< iceiceice> EliDupree_: i was working on fixing a related issue earlier this week but i'm not sure where it is going... the animation code is basically unsafe as it stands and requires a refactor 20140306 23:10:55< iceiceice> can you explain what's going on in your bad example here? 20140306 23:11:05< EliDupree_> I don't know. I'm hunting it as we speak 20140306 23:11:07< iceiceice> does wesnoth.put_unit make a unit "in the unit_map" 20140306 23:11:14< iceiceice> or does it make a "fake unit" 20140306 23:11:18< iceiceice> or is the unit still owned by lua at that time? 20140306 23:12:21< EliDupree_> must be on the map 20140306 23:12:23< shadowm> mattsc: Could you (and anyone else on OS X) compile a list of existing problems in OS X and the bug reports attached to them (or file those if they don't exist already) so we can: 20140306 23:12:41< shadowm> 1) Include this information in the Known Issues section of 1.12.x release announcements 20140306 23:12:48< EliDupree_> ability filters are probably checked in calcuulate_healing, but none of the lua stuff is in the backtrace so it's finished 20140306 23:12:50< shadowm> 2) Track their state throughout 1.13.x. 20140306 23:13:28< EliDupree_> that's wesnoth.put_unit with a table, not a proxy unit 20140306 23:13:31< shadowm> mattsc: I mean specifically those issues that depend on replacing SDL 1.2 with 2.0. 20140306 23:13:44-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20140306 23:13:52< EliDupree_> I suspect it's not the hack, but rather, a bad animation data somehow. 20140306 23:14:07< shadowm> I know there's the missing fullscreen and color cursors support situation, but I'm not sure about the rest since I can only work with rumors. 20140306 23:14:23< Ivanovic> shadowm: yeah, still on sick leave 20140306 23:14:35< shadowm> Ivanovic: Ouch. 20140306 23:14:49< Ivanovic> but getting better 20140306 23:15:01< Ivanovic> but feel free to branch 20140306 23:15:09< Ivanovic> i think i listed the stuff required to be done the other day 20140306 23:15:28< shadowm> Uh... 20140306 23:15:30< Ivanovic> just a case of: branch, bump versions, announce branching to wesnoth-dev and wesnoth-i18n 20140306 23:15:33< mattsc> shadowm: sure, I can try. Do you want things like we can only compile in 32-bit mode included in this, or only user visible things? 20140306 23:15:40< Ivanovic> off to bed now, n8 20140306 23:15:44< shadowm> Yeah, I saw it, I'm not too sure if I want to take responsibility for it. 20140306 23:16:17< Ivanovic> are you trying to play chicken now? 20140306 23:16:24< shadowm> mattsc: Everything that's caused by our reliance on SDL 1.2 (and in turn its reliance on obsolete APIs). 20140306 23:16:56< mattsc> shadowm: okay, I'll see what I can find 20140306 23:16:58< shadowm> It doesn't have to be user-visible, it only matters that it's caused by SDL. 20140306 23:18:12< mattsc> Stuff like this: http://pastebin.com/Ea2HV6cS :P 20140306 23:18:26< EliDupree_> Hmm, I took just the unit with the issue and removed all the lua code, and got an assertion failure in malloc.c instead - looks like Wesnoth does not fail gracefully when lua_function= doesn't match a real lua function 20140306 23:18:39< EliDupree_> but that's a different issue - I'll just remove that too 20140306 23:18:51< mattsc> I'm getting hundreds of these since my last upgrade ... 20140306 23:19:34< mattsc> Well, actually, that's pango/cairo not SDL, isn't it? 20140306 23:19:35-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140306 23:19:50< mattsc> shadowm: anyways, yes, I'll see what I can do. 20140306 23:21:32< mattsc> iceiceice: I have to head out again, just quickly: do you want to disable animations for the debug create/kill as a workaround for now, or do you want me to do it? 20140306 23:21:46< iceiceice> i think you should do that 20140306 23:21:57< mattsc> okay 20140306 23:22:00< EliDupree_> iceiceice: ok, just giving a unit the animations doesn't make the segfault happen. 20140306 23:22:17< EliDupree_> so it probably has to do with the hack 20140306 23:22:27< EliDupree_> gonna give you the line numbers in the savefile for the relevant code 20140306 23:23:19< EliDupree_> or just look for EoHS.fast_update_siphon_strength_graphics and EoHS_update_off_turn_menu_invocation_hack 20140306 23:23:59-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20140306 23:24:02-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 252 seconds] 20140306 23:24:35< iceiceice> EliDupree_: i'm not sure realistically if we are going to be able to fix any of the animation segfault issues until 1.13, 20140306 23:24:51< EliDupree_> iceiceice: yeah, I get it 20140306 23:25:05< iceiceice> even though its pretty easy to cause segfaults with lua right now, we're liable to break more things than we fix if we refactor at this point without adequate time to test 20140306 23:25:13< EliDupree_> many parts of wesnoth need to be rewritten to not be minefields 20140306 23:25:30< iceiceice> EliDupree_: did you see my comment on the synchronize choice issue? 20140306 23:25:41< EliDupree_> probably, which comment 20140306 23:25:44-!- mattsc [~mattsc@fw.hia.nrc.ca] has quit [Quit: Ciao] 20140306 23:25:49-!- Gallaecio [~quassel@84.120.114.91.dyn.user.ono.com] has quit [Read error: Connection reset by peer] 20140306 23:25:53-!- Gallaecio_ [~quassel@84.120.114.91.dyn.user.ono.com] has joined #wesnoth-dev 20140306 23:25:55< iceiceice> https://gna.org/bugs/?21761 20140306 23:26:28< EliDupree_> oh yeah, that looks appropriate 20140306 23:26:47< iceiceice> ok, i think i might change "lua error" to "lua warning" and commit that if it all looks well 20140306 23:26:59< iceiceice> but if you would test it for me with the example that was hard for you i would appreciate 20140306 23:27:05< EliDupree_> lemme glance over the files to see if it's consistent with other warnings 20140306 23:28:28< EliDupree_> yeah, "lua warning" is probably good for that since it will potentially still function 20140306 23:28:42-!- spoffy [~spoffy@152.78.175.8] has joined #wesnoth-dev 20140306 23:28:44< iceiceice> y i hope that it will not break some very simple case to give a warning... 20140306 23:28:52< iceiceice> there may be a reason that we were ignoring the return value before now 20140306 23:29:36< EliDupree_> I don't have an example actually, I posted it because of Dugi's comment on the wiki 20140306 23:29:43< EliDupree_> http://wiki.wesnoth.org/index.php?title=LuaWML:Misc&diff=51684&oldid=49202 20140306 23:31:15< EliDupree_> incidentally, it would be nice if the "couldn't parse this as a wml table" would in general specify *which* part of it wasn't a valid wml table 20140306 23:31:32< EliDupree_> I've had to write my own functions for debugging that 20140306 23:33:18< iceiceice> i guess toconfig could throw an exception? 20140306 23:33:21< iceiceice> is that too heavy for lua? 20140306 23:34:46< iceiceice> it could return a string instead of a bool i guess 20140306 23:34:53< iceiceice> and keep prefixing it with the child to build the path 20140306 23:35:10< iceiceice> maybe that's appropriate for debug mode compiled versions or something 20140306 23:35:32< EliDupree_> nah, lua authors should not have to be wesnoth debuggers! 20140306 23:36:07-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140306 23:36:09< iceiceice> tbh i really dont know my way around lua, for me to implement something like this and test it would be really difficult 20140306 23:36:38< EliDupree_> I can write simple testcases for you 20140306 23:36:41< iceiceice> if you already made a debugging tool that works, maybe we can just mainline it / post it in one of the lua helper addons 20140306 23:36:49< EliDupree_> that's an idea 20140306 23:37:28< EliDupree_> ...I'd have to untangle it from the rest of the EoHS code though 20140306 23:38:19< iceiceice> the thing is, i have only a poor understanding of how the whole "stack" idea in lua works and how i am supposed to manipulate it in C++ 20140306 23:38:39< iceiceice> i think this toconfig function is used pretty much everywhere, if i mess around with it it could get ugly 20140306 23:39:11< iceiceice> i'm much more comfortable to e.g. add things like "get_era" where theres very little potential downside 20140306 23:39:20< EliDupree_> I see 20140306 23:39:29< EliDupree_> So, who does know the lua code well enough? 20140306 23:40:00-!- justinzane [~justinzan@tiny.justinzane.com] has quit [] 20140306 23:40:49< iceiceice> heres the history of lua.cpp: 20140306 23:40:50< iceiceice> https://github.com/wesnoth/wesnoth/commits/master/src/scripting/lua.cpp 20140306 23:42:11-!- Gallaecio_ [~quassel@84.120.114.91.dyn.user.ono.com] has quit [Ping timeout: 264 seconds] 20140306 23:43:59< iceiceice> ok i am going to push the thing that i said before, except "error -> warning" and it will also check if the game was running with the --debug flag 20140306 23:44:11< iceiceice> so it shouldn't change the behavior of any addons unless you are in debug mode 20140306 23:44:18< EliDupree_> ah, I see 20140306 23:44:36< iceiceice> so its a bit better than having to compile in debug mode 20140306 23:45:55< EliDupree_> I would love to refactor some of this code to make it more intuitive for add-on developers 20140306 23:46:08< EliDupree_> well, if I had abundant free time and/or someone paid me to 20140306 23:46:47< EliDupree_> All my free time right now goes into actually developing my addon 20140306 23:47:04< EliDupree_> like how, right now, I need a workaround for the segfault that won't be fixed in time :D 20140306 23:53:57< irker866> wesnoth: Chris Beck wesnoth:master 1e3aec74db68 / changelog src/scripting/lua.cpp: fix bug #21671 http://git.io/gRCZ6Q 20140306 23:55:44< EliDupree_> Yay, I made a workaround for my addon --- Log closed Fri Mar 07 00:00:39 2014