--- Log opened Sat Mar 08 00:00:42 2014 20140308 00:11:02-!- matthiaskrgr [matthiaskr@gateway/shell/panicbnc/x-wmpdscurhdwcigof] has quit [Ping timeout: 264 seconds] 20140308 00:22:04-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 00:26:18-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 240 seconds] 20140308 00:31:06-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140308 00:32:58-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20140308 00:34:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140308 00:38:14-!- trewe [~trewe@29.92.108.93.rev.vodafone.pt] has quit [Quit: quit] 20140308 00:50:26-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140308 00:54:24-!- matthiaskrgr [matthiaskr@gateway/shell/panicbnc/x-ypmfefzbqobavfjs] has joined #wesnoth-dev 20140308 01:04:45< shadowm> loonycyborg: https://gna.org/bugs/index.php?21769 20140308 01:15:28< shadowm> ... Greaaaaaaaat. 20140308 01:16:09< shadowm> I appear to have somehow found a situation where the image cache becomes unreliable.. 20140308 01:16:10< mattsc> You having fun? 20140308 01:17:06< shadowm> I thought it was an SDL_BlitSurface() vs. blit_surface() issue at first, but it seems the issue is in either the image cache, the IPF pipeline, or both. 20140308 01:18:56< shadowm> It can't be the negative caching bug because the IPF sequence is different each time. 20140308 01:24:32< shadowm> Uh. 20140308 01:25:00< shadowm> wtf is going on in locator::load_image_sub_file() after processing IPF? 20140308 01:26:03< shadowm> Why are there numbers and maths taking place there right before caching the image? 20140308 01:27:11-!- wesbot changed the topic of #wesnoth-dev to: 1.12 branch created | string+feature freeze active on 1.12 | 223 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 20140308 01:30:57< shadowm> We... we are masking every image we load against the hex mask? 20140308 01:31:47< mattsc> shadowm: don't know anything about that, but if you want some comic relief, I just melted my shirt with a soldering iron :P 20140308 01:32:19< shadowm> No wait, that's only if the locator's value (?) has an associated map location... ? 20140308 01:35:17< shadowm> Okay, I'm looking at the wrong tree. 20140308 01:35:52< shadowm> ... maybe it is actually a blit implementation issue. 20140308 01:36:32< shadowm> ... Yeah. It is. 20140308 01:36:40< shadowm> Somehow. 20140308 01:37:32< shadowm> Maybe there's something about how images are cached that breaks SDL_BlitSurface(). 20140308 01:52:05< irker687> wesnoth: Ignacio R. Morelle wesnoth:master 2147bb3c54f9 / changelog src/image_modifications.cpp: Use blit_surface() instead of SDL_BlitSurface() in the ~BG() implementation http://git.io/9qBdhg 20140308 01:52:12< irker687> wesnoth: Ignacio R. Morelle wesnoth:1.12 9144fe1e3cb5 / changelog src/image_modifications.cpp: Use blit_surface() instead of SDL_BlitSurface() in the ~BG() implementation http://git.io/lYTZNA 20140308 02:04:31-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Quit: Leaving] 20140308 02:05:20-!- coolkat [~coolkat@91.222.64.169] has quit [Remote host closed the connection] 20140308 02:05:32-!- gfgtdf [~chatzilla@f054162059.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 27.0.1/20140212131424]] 20140308 02:10:50-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 02:13:40-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140308 02:13:56< iceiceice> happygrue: i thought again about what you said about skip replays combined with blindfold 20140308 02:14:10< iceiceice> so i guess here was my thought -- will skip replays actually do anything when the blindfold is on? 20140308 02:14:21< iceiceice> if you can't see any units theres no animations anyways 20140308 02:14:29< iceiceice> does skip replays do anything besides that? 20140308 02:15:27< iceiceice> maybe this wasnt clear from discussion -- blindfold works by shrouding everything 20140308 02:15:39< iceiceice> not just like covering up the screen 20140308 02:15:47-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 02:17:16< iceiceice> be back later 20140308 02:17:17-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Client Quit] 20140308 02:18:51< happygrue> iceiceice: I'm testing it now, and "Quick Replays" checked is much, much faster than the blindfold 20140308 02:19:47< happygrue> quick replays skips chat and almost everything that happens in the turn IIRC, it just shows where the units go basically 20140308 02:20:09< irker687> wesnoth: anonymissimus wesnoth:1.12 9fae630fc747 / projectfiles/VC9/wesnoth.vcproj: vc project update http://git.io/BysMlQ 20140308 02:23:30-!- murtuz [~murtuz@91.197.131.82] has joined #wesnoth-dev 20140308 02:23:41< AI0867> Ivanovic: travis doesn't need any additional configuration 20140308 02:24:23< AI0867> Ivanovic: as for wescamp, have we assigned a port number for 1.13/1.14 yet? 20140308 02:26:40< shadowm> No, I don't think it's a good idea to do so until closer to 1.13.0. 20140308 02:28:54-!- Aishiko_laptop [~unknown@2606:a000:bcc1:2b00:226:5eff:fe65:125c] has joined #wesnoth-dev 20140308 02:29:07< shadowm> Which means: not until June or so, probably. 20140308 02:29:17< AI0867> so do we want stable and dev to both point to 1.12? 20140308 02:29:26< shadowm> Doing it earlier may create false expectations regarding playability of master. 20140308 02:29:43< shadowm> That should work, yes. 20140308 02:40:12< mattsc> shadowm: do I owe you a reply on something? I got kicked out by the netsplit yesterday, and I forgot if we were done or not. 20140308 02:43:01< shadowm> mattsc: I don't remember, we were talking about something? 20140308 02:43:21< irker687> wesnoth: Alexander van Gessel website:master 99090c55878b / gettext.wesnoth.org/config.php: Use 1.12 for gettext stable http://git.io/R0JlTQ 20140308 02:44:28< mattsc> shadowm: Well, you made a comment that I did not understand, but I think that it didn't really need a reply. If you don't remember, that probably means that we are good. 20140308 02:49:29< shadowm> Dunno, alternatively it means we were making plans to set up anti-missile defenses and I forgot about it and now we are about to be wiped out. 20140308 02:50:31< shadowm> So I just had a quick glance at the logs to be sure and it seems I was just asking you something about a comment that I did not understand, but it seems unimportant so it's okay I guess. 20140308 02:56:35< mattsc> Rats. I can't come up with a good reply on the missile statement... As for the rest, yeah, that was connected in my mind more than anything. 20140308 02:57:14-!- shadowm_desktop2 [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140308 02:57:24< mattsc> It's because pango/cairo really needs to be updated for Xcode just as much as SDL -- but fortunately, crimson_penguin will take care of that. ;) 20140308 02:59:29-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Killed (barjavel.freenode.net (Nickname regained by services))] 20140308 02:59:29-!- shadowm_desktop2 is now known as shadowm_desktop 20140308 03:04:40< crimson_penguin> you're gonna have to pester me more 20140308 03:08:52 * Aishiko_laptop pesters crimson_penguin 20140308 03:09:07-!- _8680_ [~8680@2002:4404:712c:0:c97c:bd2c:2646:a817] has quit [Ping timeout: 245 seconds] 20140308 03:09:47-!- Ivanovic_ [~ivanovic@x2f3efc5.dyn.telefonica.de] has joined #wesnoth-dev 20140308 03:09:47-!- Ivanovic_ [~ivanovic@x2f3efc5.dyn.telefonica.de] has quit [Changing host] 20140308 03:09:47-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140308 03:09:49-!- _8680_ [~8680@2002:4404:712c:0:b034:d8c4:6b4b:dea5] has joined #wesnoth-dev 20140308 03:12:01< mattsc> crimson_penguin: oh, don't worry, I'm good at that. Jus as zookeeper. :) 20140308 03:12:25< mattsc> But I am not good at typing, apparently. *Just ask zookeeper. 20140308 03:13:59-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 252 seconds] 20140308 03:15:47-!- Ivanovic_ is now known as Ivanovic 20140308 03:24:30-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has joined #wesnoth-dev 20140308 03:25:04< vultraz> crimson_penguin: didn't you say it was hell the first time you put the libs together :P 20140308 03:25:05< Delfinisko> hello everyone :) 20140308 03:25:26< shadowm> Hi. 20140308 03:25:34< vultraz> Hello 20140308 03:25:35< irker687> wesnoth: mattsc wesnoth:1.12 cdd3e31b6adc / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Update OS X user data directory to Library/Application\ Support/Wesnoth_1.12 http://git.io/5N3NGA 20140308 03:25:48< irker687> wesnoth: mattsc wesnoth:master 778955501ae4 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Update OS X user data directory to Library/Application\ Support/Wesnoth_1.13 http://git.io/jpnyjA 20140308 03:27:06< Delfinisko> little confused... work on wesnoth 1.13 allready begun? 20140308 03:28:15< vultraz> Delfinisko: master was branched into 1.12 in prep for stable, and master will become 1.13 20140308 03:29:38< Delfinisko> ah, okay... i was just thinking, that the stable release has a great priority. but i believe this is logical, because dev guys have to check everything for work on SDL 2.0 20140308 03:31:26< Aishiko_laptop> Delfinisko, I was under the impression that moving from SDL1.2 to 2.0 wasn't a priority at the moment 20140308 03:32:06-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140308 03:32:11< Delfinisko> as i said before, i dont know anything about SDL libraries :) 20140308 03:32:20< shadowm> Dunno, SDL 1.2 is kind of broken on OS X and Wesnoth is too as a result. 20140308 03:33:13< shadowm> That seems like a good excuse to me to give greater priority to that task. That said, we agreed in advance that we'd branch 1.12 early so features and GSoC work could continue to land safely in master while 1.12.0 is prepared. 20140308 03:33:44< Aishiko_laptop> shadowm, but I was under the impression that moving to 2.0 was a lot of work, at least at the moment. BUT it makes sense to move it if it doesn't work on a target supported OS 20140308 03:34:20< iceiceice> ok... i have been very confused about the status of an issue reported here: https://gna.org/bugs/index.php?21758 20140308 03:34:32< iceiceice> the issue is that in 1.11, it is possible to start the game before all parties have selected sides 20140308 03:34:40< shadowm> Aishiko_laptop: From what I gather, these are preliminary changes independent from the proposed GSoC project, intended only to help with compiling Wesnoth with SDL 2.0, not running it or taking advantage of the new features. 20140308 03:34:40< iceiceice> and as far as i can tell if they didnt finish yet, they just get a random side 20140308 03:34:49< iceiceice> or whatever the side was set to before they joined 20140308 03:35:05< iceiceice> however that's not how it works in 1.10, and its not clear why we would want to change to this 20140308 03:35:21< iceiceice> i wasn't sure when this change happened -- 20140308 03:35:31< Aishiko_laptop> shadowm, I was getting a similar impression 20140308 03:35:33< iceiceice> i thought that at the time of this pull request #85 20140308 03:35:41< iceiceice> https://github.com/wesnoth/wesnoth/pull/85 20140308 03:35:52< iceiceice> it was still the same status as in 1.10 20140308 03:35:55< iceiceice> and shadowm seems to say so as well 20140308 03:36:13< iceiceice> but actually from checking out older commits and trying them i guess that this change is much older and probably intended? 20140308 03:36:39< shadowm> "Still, I'd consider that a separate bug/area in need of enhancement." 20140308 03:37:03< shadowm> That statement was based on the master situation. I don't know what it's like on 1.10... 20140308 03:37:32< iceiceice> shadowm: so actually, the game *is* ready to start at that time now 20140308 03:37:34< iceiceice> in 1.11 20140308 03:37:44< iceiceice> the start game button is active for the host 20140308 03:37:48< shadowm> Okay, 1.10 waits for me to select a faction before letting the host click on the button. 20140308 03:37:53< iceiceice> yes 20140308 03:37:55< iceiceice> and 1.11 doesnt 20140308 03:38:06< shadowm> So that's a regression. 20140308 03:38:14< iceiceice> idk, maybe someone thought it was better? 20140308 03:38:25< iceiceice> it seems they put alot of thought into making it work 20140308 03:38:35< iceiceice> i would have thought the host would crash by not being able to generate a level config 20140308 03:38:48< iceiceice> maybe its not as complicated as that though i guess 20140308 03:39:09< iceiceice> i'm trying to figure out when the change happened 20140308 03:39:13< shadowm> I am no MP person, but I'd be more inclined to assume it was an oversight due to the various related refactorings that took place. 20140308 03:39:36< shadowm> It certainly doesn't feel like an improvement to me, from a user's PoV. 20140308 03:39:58< iceiceice> yeah i agree with you there 20140308 03:40:39< iceiceice> i'd like to hear the other side though i guess.. maybe its better for the host to be able start if he wants. and also now the text we display about "game is ready" is not misleading 20140308 03:41:05< iceiceice> although tbh i thought it would have been better to make that text display "still picking factions" than make the text as written correct 20140308 03:42:04< iceiceice> idk i feel like either this could be marked "confirmed" or "won't fix" depending on who committed the changes and what they say 20140308 03:53:06-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 265 seconds] 20140308 03:53:18-!- fabi [~fabi@wesnoth/developer/fendrin] has left #wesnoth-dev ["Konversation terminated!"] 20140308 03:55:34< Delfinisko> maybe a stupid question, but how long does SDL 2.0 exist in the final version? 20140308 03:55:50< Delfinisko> asking... if there was enough time to make it working okay on Mac OS X 20140308 03:57:26 * shadowm didn't understand the question. 20140308 03:57:53< Delfinisko> when was SDL library 2.0 finished? 20140308 03:58:13< shadowm> A year ago I think? It spent years in development. 20140308 03:59:32< Delfinisko> ah... not sure, but in my own personal opinion it is enough time to make it working okay on all major platforms... and if it is not working the way it should, maybe it will never work good enough (or at least soon) 20140308 03:59:47-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 04:00:03< shadowm> SDL 2.0 is used by various large software projects, I believe they generally know what they are doing. 20140308 04:00:14< shadowm> *SDL in general 20140308 04:00:51< Delfinisko> agree 20140308 04:01:56< Delfinisko> btw can you help a bit with campaign? i wish to use a custom portrait for a unit, but donno the exact syntax :( 20140308 04:02:50< shadowm> profile=path/to/portrait in the [unit] tag where the unit was first created. 20140308 04:03:10< shadowm> Or [side], if it's the leader. 20140308 04:03:35< Delfinisko> [side] 20140308 04:03:35< Delfinisko> side=1 20140308 04:03:35< Delfinisko> profile="portraits/orcs/transparent/grunt-5.png" 20140308 04:03:35< Delfinisko> [/side] 20140308 04:03:45< Delfinisko> this does not work and i donno why 20140308 04:04:59-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 04:05:27< shadowm> I hope that's not the whole code. 20140308 04:05:52< Aishiko_laptop> Delfinisko, {KONRAD_VARIATION_ELF concerned} is an example in Heir to the throne 1 and its found in /images/portiats(sp?)/ and is named konrad-human-concerned.png 20140308 04:06:37< Aishiko_laptop> eeps its named konrad-elvish-concerned.png 20140308 04:06:45< shadowm> 'portraits' 20140308 04:07:24< Delfinisko> here is the whole side: http://pastebin.com/XAnNGWvX 20140308 04:08:08< Delfinisko> i wish to use on of the images for grunts, allready in wesnoth. of course i can move it to the directory of a campaign, but not sure if i have to 20140308 04:08:10< shadowm> Leaders don't need to be loyal. 20140308 04:08:25< shadowm> No, you don't have to move the image anywhere if it exists in core. 20140308 04:08:42< Delfinisko> great 20140308 04:09:19< Delfinisko> so should it work, or is it not exactly okay? 20140308 04:09:32< shadowm> I don't really know why it "doesn't work", because I took your profile specification, put it in another campaign, and it worked just fine. Perhaps you are doing something else wrong? Where do you expect it to wrong, how, and when? 20140308 04:10:00< Aishiko_laptop> so I would follow that example, at least for a portrait (thank you shadowm) that needs to be only for that part of the text, and profile=portraits/konrad-elvish.png is the default for konrad for that mission. in the [side] tags describing konrad 20140308 04:10:33< shadowm> *expect it to work 20140308 04:10:41< Delfinisko> i wish that when i run it, it will use grunt-5.png :) 20140308 04:11:04< shadowm> Where, how, and when is it "run"? 20140308 04:11:29< shadowm> For example, is this mid-campaign? Did the unit already exist from a previous scenario? 20140308 04:11:47< shadowm> If it's being carried over from a previous scenario, some changes like that won't be automatically applied. 20140308 04:12:19< Delfinisko> ah, i was a fool... it is working :D 20140308 04:12:22< Aishiko_laptop> Delfinisko, try moving the portraits to under the unremarkable line and remove the the " from it and see if that works? 20140308 04:12:44< Delfinisko> when he say something, correct image is used. but in the inside, he has the image of the orcish ruler 20140308 04:13:03< Aishiko_laptop> ohh, I've done that! in my recall cost I somehow just broke the Alt+R shortcut key...... 20140308 04:13:08< shadowm> Aishiko_laptop: Hm, are you lagging? 20140308 04:13:34< Aishiko_laptop> no because doing crtl+r or ctrl+j work fine 20140308 04:14:38< shadowm> Aishiko_laptop: I mean on IRC. 20140308 04:14:40< irker687> wesnoth: mattsc wesnoth:1.12 b91f3c554e7a / src/menu_events.cpp: Remove trailing whitespaces http://git.io/7VUWRA 20140308 04:14:42< irker687> wesnoth: mattsc wesnoth:1.12 8a6572368d0c / src/menu_events.cpp: Unit create/kill menu actions (debug mode): temporarily disable animations http://git.io/hbGpxw 20140308 04:15:07< Delfinisko> also, side 4 should have 250 gold on start, but it have only 100. not sure why 20140308 04:15:20< Delfinisko> {GOLD 70 150 250} 20140308 04:15:23< mattsc> iceiceice: ^ I am doing this for 1.12 only, in anticipation of you fixing it in master. :) 20140308 04:15:33< Aishiko_laptop> ohh about in here, I have user lag (checking the file and then typing out the line) and trying to get it out while I'm thinking about it and before I forget so I sometimes am a few lines behind sorry 20140308 04:15:58< Aishiko_laptop> it sounds like the default is being used 20140308 04:16:02< shadowm> Delfinisko: Does your campaign use the correct difficulty macros? 20140308 04:16:17< Delfinisko> there is nothing else about gold and it is the only side with gold based on difficulty 20140308 04:16:33< Delfinisko> not sure. do u need something from main.cfg? 20140308 04:16:41< shadowm> The GOLD macro is designed for EASY/NORMAL/HARD, and some old campaigns around use MEDIUM instead of NORMAL. 20140308 04:16:48< iceiceice> mattsc: ok 20140308 04:17:07< Delfinisko> like mine :D 20140308 04:17:24< Delfinisko> okay, i need to change that... thanks :) 20140308 04:21:21-!- ancestral [~ancestral@mobile-198-228-235-142.mycingular.net] has joined #wesnoth-dev 20140308 04:27:18-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has quit [Ping timeout: 244 seconds] 20140308 04:33:01-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140308 04:37:38-!- murtuz [~murtuz@91.197.131.82] has quit [Remote host closed the connection] 20140308 04:45:59-!- ancestral [~ancestral@mobile-198-228-235-142.mycingular.net] has quit [Remote host closed the connection] 20140308 04:46:38-!- ancestral [~ancestral@mobile-198-228-235-142.mycingular.net] has joined #wesnoth-dev 20140308 04:53:23 * shadowm sips tea. 20140308 04:54:28-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20140308 04:57:52-!- Aishiko_laptop [~unknown@2606:a000:bcc1:2b00:226:5eff:fe65:125c] has quit [Ping timeout: 265 seconds] 20140308 04:59:06< shadowm> Sigh, cmake. 20140308 05:00:11< shadowm> I guess if I want to point it to my SDL 2 library builds, -DSDL_CONFIG=sdl2-config isn't enough. 20140308 05:02:56< fabi> shadowm: The box holding the path not holding the path is a known bug for the file choose dialog? 20140308 05:04:58< shadowm> Hm, no idea. I don't know anything about the file chooser dialog. 20140308 05:09:51-!- ancestral [~ancestral@mobile-198-228-235-142.mycingular.net] has quit [Quit: Smell ya later!] 20140308 05:18:33-!- vorobeez [~quassel@85.142.148.12] has joined #wesnoth-dev 20140308 05:19:27-!- Aishiko_laptop [~unknown@cpe-065-191-176-226.nc.res.rr.com] has joined #wesnoth-dev 20140308 05:22:04-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 244 seconds] 20140308 05:31:27-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has joined #wesnoth-dev 20140308 05:31:45< Delfinisko> and hello again :) having a small problem with EventWML :) 20140308 05:32:07< Delfinisko> i wish to run an event, after leader of side 2 is killed 20140308 05:32:36< Delfinisko> problem is, that the side 2 must be killed by side 1, not by units controlled by side 3 20140308 05:33:27< Aishiko_laptop> let me guess and right now it doesn't matter who kills it plays the same event regardless 20140308 05:35:14< Delfinisko> well, now event only triggers when side2 is defeated. and while in most situations it is okay, here id doesnt. in this, when side 3 defeats side 2, side 1 gets free units etc :) 20140308 05:35:42< Delfinisko> short answer: yes 20140308 05:39:44< Delfinisko> the best will be to run separate events for each side, after they kill side 2 20140308 05:40:33< Aishiko_laptop> I would agree 20140308 05:43:59< Delfinisko> okay, any idea how can i do that? 20140308 05:47:17< Aishiko_laptop> zen zen 20140308 05:47:56< Aishiko_laptop> rather no, I would think it would be possible to do, I'm just not sure how.. can you track whom killed what? 20140308 05:48:35-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 05:50:15-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140308 05:52:38-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Ciao] 20140308 05:53:28-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 265 seconds] 20140308 05:53:39< Delfinisko> well, i have 4 sides :) maybe it will be the best to add something like kill_by_side_1 (not) side2, side3 !/not) 20140308 05:56:01< Aishiko_laptop> if that works, and I have no clue since I don't know much about lua but I can sure copy and paste some =) 20140308 05:56:50< Delfinisko> zookeeper is very clever in these things :) 20140308 06:01:26< shadowm> Um. 20140308 06:01:28< Aishiko_laptop> I take it he has a lot of pets =) 20140308 06:01:33< shadowm> http://pastebin.com/PQPncJ4t 20140308 06:02:08< shadowm> Delfinisko: Would that help? 20140308 06:02:24 * shadowm disappears again. 20140308 06:05:32< Delfinisko> hope so :) thanks :) 20140308 06:14:59-!- Aishiko_laptop [~unknown@cpe-065-191-176-226.nc.res.rr.com] has quit [Ping timeout: 240 seconds] 20140308 06:47:35< Delfinisko> working like a charm :) 20140308 06:54:17-!- cib0 [~cib@p20030067CE5CD701267703FFFEE75B84.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140308 06:55:58-!- justinzane [~justinzan@tiny.justinzane.com] has quit [Read error: Connection reset by peer] 20140308 07:19:29-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140308 07:23:15-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has joined #wesnoth-dev 20140308 07:27:11-!- wesbot changed the topic of #wesnoth-dev to: 1.12 branch created | string+feature freeze active on 1.12 | 224 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 20140308 07:37:26-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 07:41:29-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 240 seconds] 20140308 07:53:21< iceiceice> wesbot: seen thunderstruck? 20140308 07:53:21< wesbot> iceiceice: The person with the nick thunderstruck last spoke 2d 12h ago. 1d 9h ago was here and on the channel #wesnoth with the message: 20140308 07:54:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140308 08:11:49< zookeeper> Ivanovic, WRT the string freeze: before the freeze, i mistakenly changed a string that i shouldn't have. is it possible (and easy enough that someone might actually do it) to revert back to the old string _and_ its translations with pofix/etc? 20140308 08:16:49-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20140308 08:17:03< mordante> servus 20140308 08:18:25-!- mjs-de [~mjs-de@f049015254.adsl.alicedsl.de] has joined #wesnoth-dev 20140308 08:22:59< mordante> shadowm, SDL's blitter and the one in sdl_utils handle transparency different, IIRC I added the latter for GUI2 20140308 08:23:37< mordante> Delfinisko, SDL2 should run on OSX, it's just somebody needs to update Wesnoth's configuration 20140308 08:36:52< Delfinisko> little confused... what should i translate? 1.12 or Development? for some reason, for example sceptre of fire is completed in my language in devel, but not in 1.12... 20140308 08:36:56-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140308 08:38:26< mordante> 1.12, will become the next stable. However 1.12 and Development should be the same at the moment (regarding translations) 20140308 08:39:31< mordante> but I see that stats between 1.12 and Development differ... 20140308 08:39:47< Delfinisko> try to switch in here, it looks very different. number of strings etc... http://www.wesnoth.org/gettext/index.lang.php?version=master&package=&lang=sk 20140308 08:42:49< mordante> Delfinisko, the statistics are wrong 20140308 08:43:17< mordante> Ivanovic, the statistics at gettext are wrong 20140308 08:43:50< mordante> Ivanovic, http://www.wesnoth.org/gettext/index.lang.php?version=branch&package=&lang=de stats 100%, but the linked file contains fuzzy markers 20140308 08:44:31< mordante> Delfinisko, just look at the Development statistics for now, they reflect the current status 20140308 08:44:49< shadowm> Maybe it's because the gettext.w.o infra is looking at a directory that doesn't exist. 20140308 08:45:10< mordante> could be, I expect it to be a configuration issue at the server 20140308 08:45:13< shadowm> As I said before, there's no 1.12 checkout on baldras yet, I'm waiting on Soliton to that. 20140308 08:49:46-!- Crendgrim_ [~crend@wesnoth/forum-moderator/crendgrim] has joined #wesnoth-dev 20140308 08:56:12-!- Netsplit *.net <-> *.split quits: Espreon, Crendgrim, shikadibot 20140308 09:01:54-!- siddh [~johndoe@m25.ip1.netikka.fi] has joined #wesnoth-dev 20140308 09:06:20< Ivanovic> zookeeper: no, that is not easily possible 20140308 09:06:23< Ivanovic> changed is changed 20140308 09:06:31< Ivanovic> mordante: no idea what is going on there 20140308 09:06:40< Ivanovic> might be related to some old files still being there 20140308 09:07:01< Ivanovic> Soliton: can you cleanup the old gettext update files so that a stat update is enforced? 20140308 09:07:14< mordante> morning Ivanovic 20140308 09:07:18< shadowm> No, that's not necessary. 20140308 09:07:29< shadowm> The only thing that's necessary is to have a 1.12 checkout that _does not exist yet_. 20140308 09:08:06< Ivanovic> ahhh, okay 20140308 09:08:13< Ivanovic> i thought Soliton wanted to create it last night 20140308 09:08:40< shadowm> Yes, but quite obviously he hasn't been around since then. 20140308 09:08:46< shadowm> http://pastebin.com/U23gA4d8 20140308 09:09:48-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 09:09:53< Ivanovic> then let's just wait and relax 20140308 09:09:59< Ivanovic> i am off again for some hours 20140308 09:10:01< Ivanovic> CU 20140308 09:15:33< shadowm> fabi: Say, I have a terrain type Foo, which is defined by two add-ons with the same id, terrain string, and graphics and everything, but both definitions assign it different categories (one category for the first add-on, another for the second add-on). 20140308 09:16:33< shadowm> fabi: Would it be too hard to have the editor display Foo in both categories instead of the first one it sees? Or is my only option for the foreseeable future to just go and assign it both categories on the first add-on myself? 20140308 09:19:03< shadowm> A more concrete example is that AtS is seen first by Wesnoth ('A' < 'I'), and defines several terrain types that are also defined by IftU, which is seen second. As a result, the AtS category has those terrains and the IftU category only gets its unique terrains. 20140308 09:21:10-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has quit [Read error: Connection reset by peer] 20140308 09:26:16-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 09:31:12< irker687> wesnoth: Mark de Wever wesnoth:1.10 a6eeac04e5dc / src/game_events.cpp: Fix using an uninitialised value. http://git.io/ErVcbg 20140308 09:31:14< irker687> wesnoth: Mark de Wever wesnoth:1.10 ba0cec8acbf7 / src/image_modifications.cpp: Make sure cut_surface gets a neutral surface. http://git.io/qeV5xA 20140308 09:31:16< irker687> wesnoth: Mark de Wever wesnoth:1.10 e83eb4537f5c / changelog: Update changelog. http://git.io/yFDRnA 20140308 09:31:23-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 09:32:43< shadowm> Um. 20140308 09:34:36< mordante> well the code was tested there, will port to 1.12 and master afterwards 20140308 09:34:38< shadowm> mordante: Isn't that needed in 1.12 and master as well? 20140308 09:34:47< shadowm> (And maybe it obsoletes 9144fe1e3cb5fdb6360fecea6d6aac64503f4461 ? Not sure.) 20140308 09:35:18< shadowm> (And its counterpart on master.) 20140308 09:35:49< mordante> I don't think so 20140308 09:46:35-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20140308 09:47:36-!- travis-ci [~travis-ci@ec2-54-221-158-145.compute-1.amazonaws.com] has joined #wesnoth-dev 20140308 09:47:36< travis-ci> [travis-ci] wesnoth/wesnoth#1948 (1.10 - e83eb45 : Mark de Wever): The build is still failing. 20140308 09:47:36< travis-ci> [travis-ci] Build details : http://travis-ci.org/wesnoth/wesnoth/builds/20338370 20140308 09:47:36-!- travis-ci [~travis-ci@ec2-54-221-158-145.compute-1.amazonaws.com] has left #wesnoth-dev [] 20140308 09:55:37-!- lipkab [~the_new_l@apn-37-220-216-101.vodafone.hu] has joined #wesnoth-dev 20140308 10:05:57< irker687> wesnoth: Mark de Wever wesnoth:1.12 1c0323c7934b / src/game_events/action_wml.cpp: Fix using an uninitialised value. http://git.io/AQypIg 20140308 10:05:59< irker687> wesnoth: Mark de Wever wesnoth:1.12 5d66e928a3e8 / src/image_modifications.cpp: Make sure cut_surface gets a neutral surface. http://git.io/I5SjgA 20140308 10:06:01< irker687> wesnoth: Mark de Wever wesnoth:1.12 7c284d05f8fa / src/ (game_events/action_wml.cpp image_modifications.cpp): Merge branch 'bug_20876' into 1.12 http://git.io/8cfINg 20140308 10:06:18< irker687> wesnoth: Mark de Wever wesnoth:1.12 88c60ed6cdad / changelog: Update changelog. http://git.io/ZzQ-bA 20140308 10:08:34-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140308 10:09:55-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140308 10:19:15< lipkab> Shouldn't the default constructor initialize all primitive fields to 0? 20140308 10:20:05< lipkab> I mean, the default implementation of the default ctor. 20140308 10:32:07-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140308 10:37:15< mordante> depends on the field, but by default integrals are not zero initialised 20140308 10:37:50< mordante> (for member and automatic variables that is) 20140308 10:39:01-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 10:43:58-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20140308 10:44:02-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has joined #wesnoth-dev 20140308 10:44:09-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Quit: :wq] 20140308 10:45:59-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140308 10:50:43-!- mjs-de [~mjs-de@f049015254.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140308 10:51:35< lipkab> Thanks. 20140308 10:56:57< Soliton> Ivanovic, shadowm: 1.12 checkout created. 20140308 10:58:46< shadowm> Okay, g.w.o should get things sorted out by itself next time the cronjob runs. 20140308 10:59:15< shadowm> Id est, in less than a minute. 20140308 11:05:27-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140308 11:08:43-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 252 seconds] 20140308 11:15:04-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 11:19:43-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 265 seconds] 20140308 11:22:29-!- EdB [~edb@85.69.242.6] has quit [Ping timeout: 240 seconds] 20140308 11:34:54-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has joined #wesnoth-dev 20140308 11:38:36-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 11:42:01< mordante> shadowm, Ivanovic gettext.w.o now looks good 20140308 11:43:28-!- vorobeez [~quassel@85.142.148.12] has quit [Remote host closed the connection] 20140308 11:45:24-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has quit [Remote host closed the connection] 20140308 11:48:00< irker687> wesnoth: Mark de Wever wesnoth:master 690fb03aac04 / src/game_events/action_wml.cpp: Fix using an uninitialised value. http://git.io/Qa7wfA 20140308 11:48:02< irker687> wesnoth: Mark de Wever wesnoth:master e65120075ea2 / src/image_modifications.cpp: Make sure cut_surface gets a neutral surface. http://git.io/pffNeg 20140308 11:48:04< irker687> wesnoth: Mark de Wever wesnoth:master 65a97dc5255a / changelog: Update changelog. http://git.io/vkjjJQ 20140308 11:52:12-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has joined #wesnoth-dev 20140308 11:54:26-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140308 11:57:53< Gaben> mordante: What do you think, how many students would be needed to port the game from SDL 1.2 to 2.0? 20140308 11:58:21< mordante> Gaben, well it will not be a student only job. I already started to work on it 20140308 11:59:15< Gaben> It's good to hear. How are you doing with it? 20140308 11:59:17< mordante> but it indeed is a rather large task and not something I expect to be finished in the summer 20140308 11:59:52< mordante> I just started, Wesnoth now compiles with SDL 2.0, emphasis on compiles, the result won't work ;-) 20140308 12:00:02< Gaben> : ) 20140308 12:00:28< mordante> (well that is as expected for now) 20140308 12:00:50< Gaben> Sure :) 20140308 12:01:06< Gaben> Where did you start? With the graphics code? 20140308 12:01:09< mordante> the transition to SDL 2 affects multiple area's, what area are you interested in 20140308 12:01:48< mordante> I started to fix all compilation errors nothing more, some parts have been disabled few are ported, but none tested 20140308 12:02:39< mordante> but I will start looking at the graphics code soon, at least the window code so we can look at how badly it looks ;-) 20140308 12:03:46< Gaben> I mostly interested in the graphics, in my homework I got deeper in it, and I was always interested in game engines, but i never got time to go deeper in developing one. I met SDL last semester, and I found it pretty easy to use. I used the graphics and input handling only, didn't have time to look at the network parts of it. 20140308 12:04:29< mordante> ok 20140308 12:04:38< mordante> which version of SDL did you use? 20140308 12:05:34< Gaben> 1.2.14 20140308 12:05:36-!- cib0 [~cib@p20030067CE5CD701267703FFFEE75B84.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20140308 12:07:25< mordante> any experience with SDL 1.3/2.0? 20140308 12:07:30-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20140308 12:09:45< Gaben> Not yet, I started to read the 2.0 reference, It's a bit different from 1.2, but I think it's not a big problem. The 2D accelerated rendrering seems prety good for me. 20140308 12:15:46< mordante> yes it's quite a bit different, especially since we also want to move away from the surface based drawing 20140308 12:16:14< mordante> the changes when using the surface based drawing are a lot smaller, but then it wouldn't make much sense to move ;-) 20140308 12:20:33< Gaben> Moving away from surface based drawing is very good, even I had a small project, I felt it slow... very slow. 20140308 12:20:54< lipkab> mordante: Not sure you read it in the logs, but it turned out that the Wesnoth build only passed yesterday because CMake reverted to use SDL 1.2. 20140308 12:21:03< lipkab> I still can't link with SDL2. 20140308 12:21:19< lipkab> Using the Makefile, that is. 20140308 12:21:49< lipkab> I've rather ridiculously linked the thing manually :) 20140308 12:24:18< mordante> lipkab, no I must have missed it in the logs 20140308 12:24:53< mordante> Gaben, well I don't think the current way is slow per se, but it's harder to get right and optimise 20140308 12:25:20< mordante> the most difficult part is to only draw the parts that need to be redrawn 20140308 12:25:31< mordante> we did several optimisations in that area for Wesnoth 20140308 12:25:52< mordante> with the accelerated 2D drawing we leave that part for the video card 20140308 12:26:22< mordante> so actually I think we become less efficient since we will transfer more data ;-) 20140308 12:27:39< mordante> lipkab, what linking errors do you get with 2.0? 20140308 12:29:09< lipkab> mordante: http://pastebin.com/ukvhtFbt 20140308 12:29:43< Gaben> I guess that is the solution for my problem... I didn't have time to optimise the drawing. But if you leave the optimisations to video card, then you don't have to transfer that much data. 20140308 12:29:43< lipkab> Changing -lSDL_net to -lSDL2_net and the same with image and mixer fixes the issue. 20140308 12:29:49< mordante> lipkab, which version of SDLNet do you use? 20140308 12:30:17< mordante> I use the main library of 2.0 and the other libraries are still 1.2 20140308 12:30:26< Gaben> Which would be good. Todays GPUs' are pretty strong. 20140308 12:30:29< mordante> the 2.0 versions are not in backports yet 20140308 12:31:00< lipkab> I have 2.0 for everything. 20140308 12:31:12< mordante> Gaben, no when the video card optimises, you need to send all data every frame and then the video card will do smart things 20140308 12:31:50< mordante> with surface based drawing we only update the screen areas that have changed since the last frame 20140308 12:32:44< mordante> so we have to keep track what changes and what areas that change affects, which, with animations, can result in a cascade of areas to be refreshed 20140308 12:33:00< mordante> lipkab, that might be the issue 20140308 12:34:17< lipkab> Rrright, removing them... 20140308 12:36:41< Gaben> Then it would be easier to push all data to the video card, and let it do everything, than tracking the changes, and applying the neccesery updates etc. in my opinion. But it depends on the number of changes I guess. There must be a treshold somewhere. 20140308 12:37:53< lipkab> Still no good :( 20140308 12:38:55< lipkab> mordante: What's your main SDL version? 2.0.0 or 2.0.1? 20140308 12:39:50< mordante> Gaben, yes it is, but that requires the video card to be able to do that task, which is possible with modern video cards 20140308 12:39:59-!- vorobeez [~quassel@85.142.148.12] has joined #wesnoth-dev 20140308 12:40:34< mordante> but cards in the past were not able to this job, they where a lot simpler ;-) 20140308 12:40:52-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has joined #wesnoth-dev 20140308 12:40:52-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has quit [Changing host] 20140308 12:40:52-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140308 12:41:18< mordante> lipkab, I use this one https://packages.debian.org/wheezy-backports/libsdl2-2.0-0 20140308 12:41:51< lipkab> Okay, that's not the one I use. 20140308 12:42:24< Gaben> Well, then the two methods must be used together to achieve good performance overal 20140308 12:42:33< lipkab> The idea of linking together 2.0 and 1.2 libraries sounds somewhat fragile, maybe they broke it. 20140308 12:44:44< mordante> lipkab, could be, and indeed somewhat fragile, but since it worked directly for me I didn't look further 20140308 12:45:23< mordante> at some point I want to checkout and compile SDL myself, but I'm not sure what changed between 2.0.0 and 2.0.2 (the current version) 20140308 12:46:22< mordante> Gaben, no you need to select one of the models, combining them will be horror. 20140308 12:46:24< mordante> In the past we selected surfaces, in that time 3D support was not that great, especially not on Linux 20140308 12:46:41< mordante> nowadays 3D support is everywhere including smartphones 20140308 12:47:04< mordante> that's why we want to move to accelerated 2D 20140308 12:47:57< mordante> that's also why the change is big, we need to step away from the current drawing model 20140308 12:49:08-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has quit [Ping timeout: 265 seconds] 20140308 13:02:43< loonycyborg> mordante: From what I've learned about SDL2 I'd say it's not a very good idea to make it gsoc project. 20140308 13:03:00< loonycyborg> Because it's not just api substitution 20140308 13:03:27< loonycyborg> We also need to take advantage of new sdl2's drawing primitives. 20140308 13:03:37< loonycyborg> It offers hardware acceleration too 20140308 13:03:49< loonycyborg> Perhaps it's better than switching to opengl 20140308 13:03:52-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 13:05:16-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 13:05:37< mordante> loonycyborg, yes I want to switch to the accelerated 2D drawing API 20140308 13:05:51< mordante> loonycyborg, why wouldn't it make a good GSoC project? 20140308 13:06:54< loonycyborg> It requires detailed understanding of how wesnoth's rendering works. 20140308 13:07:54< loonycyborg> And this undertaking might take more than gsoc period 20140308 13:08:10-!- kex [~kex@89.205.75.19] has quit [Read error: Operation timed out] 20140308 13:09:04< mordante> I agree it will take more that one GSoC period for the entire transition, but I think it would be possible to find a subtask which can be done in one summer 20140308 13:12:38-!- cib0 [~cib@p20030067CE5CD701267703FFFEE75B84.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140308 13:15:30< vorobeez> hi guys. I read about map_location class and don't quite understand. this class contains information about one hex of the map, does it? 20140308 13:18:25< lipkab> :wq 20140308 13:18:32< lipkab> Whoops. 20140308 13:18:45< fabi> hi mordante 20140308 13:18:47< lipkab> This is not that program :P 20140308 13:18:49-!- lipkab [~the_new_l@apn-37-220-216-101.vodafone.hu] has quit [Quit: Vannak idők, mikor menni kell] 20140308 13:19:33< mordante> hi fabi 20140308 13:19:45< mordante> vorobeez, yes 20140308 13:21:21< vorobeez> mordante: thanks. and one more question: where i can find source of move_map type? 20140308 13:25:06< mordante> vorobeez, git grep is your friend ;-) »git grep move_map -- '*hpp'« gives a definition »ai/game_info.hpp:typedef std::multimap move_map;« 20140308 13:26:37< vorobeez> mordante: i will use it, thank you (= 20140308 13:27:00< fabi> mordante: You ask why I assigned a unit test related bug to you. No special reason, I just thought you might know how to handle it or know who to delegate the job to. 20140308 13:27:11-!- wesbot changed the topic of #wesnoth-dev to: 1.12 branch created | string+feature freeze active on 1.12 | 223 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 20140308 13:28:15< mordante> vorobeez, you're welcome, some development environments also have a builtin solution to find definitions 20140308 13:29:40< mordante> fabi, ah oke, maybe next time ask on IRC, and no I've no idea who would be best to handle these unit test, but with the SDL 2 transition some of them might no longer be needed 20140308 13:30:51< fabi> mordante: It is okay to keep them disabled. I just want to have the unit test suite running with 0 errors so we can make it a precondition for a successful travis build... I guess you know where I am heading for... 20140308 13:31:36< mordante> fabi, I don't mind that goal, in fact I welcome it just wondered why I got a bug assigned out of the blue 20140308 13:33:45< fabi> mordante: Happens for me more often. People just assume that a bug in a certain area must be mine. I don't mind much. Most of the time they are right or I am indeed a good person to know what to do further. 20140308 13:39:51< fabi> shadowm: Yeah, let me catchup with how the editor stores the terrain again. I believe I use the unit id to hash them, thus duplicates must get lost. 20140308 13:43:49< mordante> I also don't mind, I just wondered why you thought I would be the best person to fix the issue 20140308 13:46:15< vorobeez> what it means "assume full movement" - is it movement for all point what have unit? 20140308 13:46:53< fabi> vorobeez: You are in the pathfinding code, are you? 20140308 13:48:40-!- EdB [~edb@85.69.242.6] has quit [Read error: Operation timed out] 20140308 13:48:52< vorobeez> fabi: in src/ai/contexts.cpp but i try understand how pathfinding works, you are right 20140308 13:50:15< fabi> vorobeez: The gui code asks the pathfinder for a "full movement" result when it comes to display the reach of enemy units. There reach will be refreshed when their turn begins thus using the current value brings wrong results. 20140308 13:50:28< fabi> s/There/Their 20140308 13:50:39-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 13:52:07< fabi> mordante: I sorted the bug roughly into "UI Stuff and related utils" and thought about you first. No more complicated algorithm. 20140308 13:56:54-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has quit [Remote host closed the connection] 20140308 14:03:38-!- spoffy [~spoffy@dhcp-201-14.wireless.soton.ac.uk] has joined #wesnoth-dev 20140308 14:04:17< vorobeez> fabi: thank you. i think that i understand. 20140308 14:05:13< fabi> vorobeez: The ai might have different reasons for wanting a full movement pathfinding result. 20140308 14:06:46< thunderstruck> iceiceice: You were looking for me? 20140308 14:13:56-!- aquileia [52d4193f@gateway/web/freenode/ip.82.212.25.63] has joined #wesnoth-dev 20140308 14:23:17-!- justinzane [~justinzan@tiny.justinzane.com] has joined #wesnoth-dev 20140308 14:36:03-!- stromb [~stromb@82.146.43.67] has joined #wesnoth-dev 20140308 14:38:48< vorobeez> fabi: what reasons? 20140308 14:45:38-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 240 seconds] 20140308 14:47:25< aquileia> Just a quick question: Some translatable strings are used as _("text") and others as _ "text". To recycle existing strings I can use both, right? 20140308 14:48:07-!- irker687 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20140308 14:52:45-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 14:54:01-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20140308 14:57:42-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 265 seconds] 20140308 15:00:36-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 15:03:07-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20140308 15:03:07-!- vultraz [~chatzilla@124.109.10.167] has quit [Changing host] 20140308 15:03:07-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20140308 15:15:30< aquileia> mordante: I read the comments in grid.cpp including the wiki page created by it, but I couldn't find out - is it possible to have [column] [row] instad of [row] [column], or do I need a wrapper [row] ? 20140308 15:16:12-!- EdB_ [~edb@37.160.199.224] has joined #wesnoth-dev 20140308 15:17:11-!- EdB [~edb@85.69.242.6] has quit [Read error: Connection reset by peer] 20140308 15:17:21-!- EdB__ [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 15:18:39< aquileia> As you can see in https://github.com/aquileia/wesnoth-resources/blob/master/other/mockup3.png my dialog would be spilt in 2 main columns 20140308 15:19:40< mordante> aquileia, row column is the required order 20140308 15:19:46< aquileia> ok 20140308 15:20:06< aquileia> then I'll have the wrapper row 20140308 15:20:15-!- stromb [~stromb@82.146.43.67] has quit [Remote host closed the connection] 20140308 15:20:24< mordante> jup 20140308 15:21:15-!- EdB_ [~edb@37.160.199.224] has quit [Ping timeout: 252 seconds] 20140308 15:21:38< aquileia> nearly any dialog wil begin with a row for title anyhow, so I see why it is implemented this way 20140308 15:22:46< aquileia> it's just that in my case there isn't enough space in 480px for a title - and if i have to squeeze in a title, it'll anly span one column 20140308 15:23:12-!- anonymissimus [~chatzilla@HSI-KBW-149-172-228-192.hsi13.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20140308 15:23:20< aquileia> but with the wrapper [row] that's ok 20140308 15:23:25< aquileia> mordante: thanks 20140308 15:26:28< mordante> you're welcome 20140308 15:26:49< anonymissimus> mordante: what are the expected effects of the sdl2 transition onto build systems, especially the windows ones ? 20140308 15:28:09< loonycyborg> Just compile/link against sdl2 instead of sdl 20140308 15:29:00-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20140308 15:29:52< anonymissimus> sdl doesn't need to be compiled itself IIRC ? 20140308 15:31:23< anonymissimus> oh and I was expecting that there would be at least several weeks of stabilization still before the 1.12 branch is created ? 20140308 15:31:51< anonymissimus> (I'm sure it has been discussed and I just didn't pay attention though) 20140308 15:35:57-!- irker352 [~irker@ai0867.net] has joined #wesnoth-dev 20140308 15:35:57< irker352> wesnoth: anonymissimus wesnoth:master 63488838b2c5 / projectfiles/CodeBlocks/wesnoth.cbp: cb project update (sdl2 files) http://git.io/vkLKWw 20140308 15:35:57< irker352> wesnoth: anonymissimus wesnoth:master 824896679ca1 / projectfiles/VC9/wesnoth.vcproj: vc project update (maintenance, cherry-pick from 1.12) http://git.io/7StiBg 20140308 15:35:58< irker352> wesnoth: anonymissimus wesnoth:master a701caa36e9c / projectfiles/VC9/wesnoth.vcproj: vc project update (sdl2 files) http://git.io/eLLdCw 20140308 15:37:27< mordante> anonymissimus, as loonycyborg said, but it will take a while before SDL2 is in a usable state 20140308 15:37:54< mordante> so for now best compile with SDL 1.2 until further (mailinglist) notice 20140308 15:38:21-!- siddh [~johndoe@m25.ip1.netikka.fi] has quit [] 20140308 15:39:04< anonymissimus> mordante: you are doing fixes in such way that wesnoth can be compiled with sdl 1.2 and 2 at the same time ? 20140308 15:40:57< loonycyborg> I'd expect the development to happen in a branch 20140308 15:41:16< loonycyborg> Supporting both at the same time would require WAY too much #ifdefs 20140308 15:42:51< mordante> anonymissimus, yes 20140308 15:43:27< mordante> for now I don't intent to branch 20140308 15:44:17< aquileia> mordante: http://pastebin.com/w67WVNYH -- are the other definitions left out on purpose? 20140308 15:45:22< aquileia> Meaning - should I only use the two listed in the comment? 20140308 15:48:59-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Crab_] 20140308 15:55:27< vorobeez> hello, Crab_. I have some questions. I like to deal with code readonly_context_impl::calculate_movies and what's problem with avoid hexes? Maybe(probably yes) i don't understand but you have terrain_filter and in this function i saw if-case for controlling this filter, so... 20140308 15:55:55< vorobeez> oh, you came out = 20140308 15:55:56< vorobeez> \ 20140308 16:09:34< zookeeper> what a strange way to come out 20140308 16:09:52< irker352> wesnoth: Chusslove Illich (Часлав Илић) wesnoth:master c84782713c62 / l10n-track: Unfuzzied images fuzzied due to conversion and optimization. http://git.io/7NHo-Q 20140308 16:13:11< mordante> aquileia, in general trust the code, comments are sometimes outdated 20140308 16:13:23< aquileia> ok 20140308 16:14:06< aquileia> I really need a third label size - so I'll just take default_bold 20140308 16:14:49< aquileia> mordante: Right now I'm defining #define NAMED_SLIDER LABEL ID MIN MAX STEP 20140308 16:15:07< aquileia> something like this alread 20140308 16:15:22< aquileia> Does something like this already exist? 20140308 16:15:58< aquileia> Such a shortcut seems handy 20140308 16:17:46< aquileia> Should I define it only for my dialog or for all of them to improve readability? 20140308 16:23:10< mordante> aquileia, have a look at the sliders already used, and the slider.cfg whether you can genaralise code 20140308 16:23:25< mordante> afk 20140308 16:33:53< trademark_> spoffy, about the boost.build building system, I used it because it's very well suited for library development (better than cmake or any other build system). 20140308 16:34:29< trademark_> spoffy, about having two ways of building doc, I'm not agree, it is useless and duplicating things are often a bad thing 20140308 16:45:53-!- tresurs [~tresurs@82.146.43.62] has joined #wesnoth-dev 20140308 16:47:16< aquileia> Is it possible and mainline-acceptable to pass multi-line WML blocks as macro arguments? I'm aware that I would need brackets around the argument if it works at all. 20140308 16:49:03< aquileia> Note: It would be hidden in a GUI dialog definition and therefore relatively hidden 20140308 16:50:45< aquileia> I could try the first half myself, but if it's not tolerated I can trash the idea witout testing 20140308 16:50:58< aquileia> *without 20140308 16:55:09-!- EdB__ [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140308 16:58:00< aquileia> iceiceice: You recently advised Dugi not to use a textbox for numerical input. The 'seed' value in https://github.com/aquileia/wesnoth-resources/blob/master/other/mockup3.png takes unsigned int - any alternatives? 20140308 16:59:33< aquileia> Especially as I plan to have a 'copy ito clipboard' button for the seed... 20140308 17:05:41< zookeeper> i guess we don't have a spinner, which would otherwise be the appropriate widget type. 20140308 17:05:59-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140308 17:06:06< zookeeper> dunno if we could fake a spinner with two small buttons 20140308 17:10:07< mordante> that would be possible 20140308 17:10:24< mordante> do we really need a button for copying things to the clipboard? 20140308 17:11:37< zookeeper> well, in this case the seed should still be a textfield you can manually edit if you want, but there should also be buttons for incrementing/decrementing the value 20140308 17:12:41< mordante> yes I see the need for a spinner, but then a button to copy to the clipboard 20140308 17:18:35< aquileia> mordante: You might want to store your seed somewhere 20140308 17:19:13< aquileia> Another option would be to include the seed as a comment in the generated map 20140308 17:19:28< irker352> wesnoth: Mark de Wever wesnoth:master 2ab7d78cdfa6 / src/ (8 files in 3 dirs): Remove AmigaOS support. http://git.io/uioMNw 20140308 17:19:30< irker352> wesnoth: Mark de Wever wesnoth:master 11001bc8dda8 / src/ (7 files): Remove BeOS support. http://git.io/RZPLeQ 20140308 17:19:32< irker352> wesnoth: Mark de Wever wesnoth:master 8a0c80d83f8d / src/game.cpp: Remove OS/2 support. http://git.io/SIXy1g 20140308 17:19:34< irker352> wesnoth: Mark de Wever wesnoth:master cb4c16749b94 / / (13 files in 4 dirs): Merge branch 'remove_old_platforms' http://git.io/e-z8og 20140308 17:20:45< mordante> aquileia, more like if it is in a spinner, why do we need a button to copy it? 20140308 17:20:46< aquileia> zookeeper: Do you want a spinner? 20140308 17:21:18< aquileia> A spinner it is, then 20140308 17:23:28-!- tresurs [~tresurs@82.146.43.62] has quit [Remote host closed the connection] 20140308 17:26:14-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140308 17:26:22< aquileia> Hmm... looking through the arrow icons to find a tiny one... are all those 'ornate' arrows used at all? 20140308 17:26:49-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 17:26:52-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140308 17:27:08-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 17:28:01-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140308 17:28:37-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 17:31:16< aquileia> Ahh... the are used for scrollbars 20140308 17:33:17< aquileia> buttons/unfold-arrow looks like a candidate 20140308 17:33:17-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 252 seconds] 20140308 17:34:48-!- Octalot [~noct@31.185.149.167] has quit [] 20140308 17:38:00< aquileia> any opinions on [17:47] Is it possible and mainline-acceptable to pass multi-line WML blocks as macro arguments? I'm aware that I would need brackets around the argument if it works at all. 20140308 17:39:28< mordante> aquileia, can you give an example? (I think it might already be used) 20140308 17:42:59< aquileia> {GUI_SECTION (_ "Seed:") ( [column] ... [/column] )} 20140308 17:43:43< aquileia> the block would then contain the spinner an the 'Random Seed' button 20140308 17:45:41< aquileia> *and 20140308 17:46:18< mordante> if it's used only once I don't think it will improve readability, macros are normally used for repeating tasks 20140308 17:46:54< aquileia> But the macro would be used twice with an empty block (Map size, Elevation control) 20140308 17:48:04< mordante> the elements would need different ids lest the C++ can get the right one 20140308 17:49:20< aquileia> but they are only labels - they don't need to be changed 20140308 17:49:27< aquileia> no id 20140308 17:49:35< zookeeper> multi-line arguments are common enough elsewhere in WML 20140308 17:50:03< aquileia> ok, then I'll use it that way 20140308 17:50:11< aquileia> thanks to you both 20140308 17:50:36< mordante> aquileia, and the spinner in not inside the macro? 20140308 17:51:04< zookeeper> aquileia, and yeah, i think a spinner is the de facto widget for random seeds and other numbers for which a slider won't work 20140308 17:51:06< aquileia> the spinner will be in the argument, sorry if my description was midleading 20140308 17:51:51< mordante> aquileia, the wrong example results in the wrong answer ;-) 20140308 17:52:10< aquileia> Right, I'll keep that in mind 20140308 17:52:18< zookeeper> so it'll be a spinner, but you can still edit/copy/paste the textbox contents by hand? 20140308 17:53:42< aquileia> yes 20140308 17:53:50< zookeeper> sounds ideal to me, then 20140308 17:54:28< aquileia> zookeeper: Could the widget be reused or should I hack it directly into my dialog? 20140308 17:54:43< zookeeper> i don't know. maybe? 20140308 17:55:17< zookeeper> surely it'd be good enough to just make it so that it can easily be made reusable if a need arises 20140308 17:55:28< zookeeper> but i don 20140308 17:55:33< zookeeper> 't want to get involved in that :J 20140308 17:56:23-!- Aishiko_laptop [~unknown@cpe-065-191-176-226.nc.res.rr.com] has joined #wesnoth-dev 20140308 18:06:56-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has joined #wesnoth-dev 20140308 18:15:28-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140308 18:16:14< mattsc> vorobeez: hi. I really don't have time to stick around right now, just want to make a quick comment. 20140308 18:16:54< mattsc> I had a quick chat with Crab_ yesterday and I think you really don't have to understand all the details of the path finding code (although doing so is certainly not a bad thing). 20140308 18:17:32< mattsc> Crab_ suggested not to change the path finding itself, but to add another custom cost function for the avoided hexes, that can than be called by a Lua wrapper function. 20140308 18:18:20-!- lipkab [~the_new_l@apn-130-43-201-162.vodafone.hu] has joined #wesnoth-dev 20140308 18:18:35< mattsc> Using a custom cost function is already done for scouts under some circumstances, do a grep for 'scout' and 'usage' in the src/ai/ folder and it should get you to the right place in the code. 20140308 18:19:35< mattsc> And with that I have to be off again. I'll stay logged on, but will be gone most of the time today. 20140308 18:21:31< vorobeez> mattsc: thank you so much for your advices! :) (except thoughts and actions have yet and belief in success)) 20140308 18:23:19< EliDupree_> hmm... what's supposed to happen when two units have the same id= attribute? 20140308 18:23:26-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140308 18:23:31-!- Crisco_ [~Crisco@pool-173-72-238-208.clppva.east.verizon.net] has joined #wesnoth-dev 20140308 18:29:23-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20140308 18:31:11-!- Crisco_ [~Crisco@pool-173-72-238-208.clppva.east.verizon.net] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 27.0.1/20140212131424]] 20140308 18:31:17-!- vorobeez [~quassel@85.142.148.12] has quit [Remote host closed the connection] 20140308 18:31:28-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20140308 18:31:38< iceiceice> thunderstruck: hi, i was looking into a bug report, someone has complained that in the mp_connect dialog, the host may now click "start game" before all players have finished picking factions. 20140308 18:32:03< iceiceice> i got confused because i thought this hadn't changed since 1.10 / it would cause bugs, but apparently it doesn't 20140308 18:32:24< iceiceice> i'm not sure exactly when the change happened but it looks like it happened sometimes in the summer so i thought you might know something about it 20140308 18:35:49< iceiceice> *it would cause bugs: i thought it would interfere with the hosts ability to generate the config for the level, but that isn't true, it basically works fine. 20140308 18:41:15-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Crab_] 20140308 18:41:25< iceiceice> aquileia: you can use a textbox for numerical input, there's nothing wrong with that. but you should catch all the exceptions that could be thrown when you do processing etc., esp. if interacting with a database 20140308 18:46:42< aquileia> iceiceice: I hate exceptions... 20140308 18:46:56< aquileia> but there's no other way 20140308 18:49:42< mordante> we use exceptions a lot in Wesnoth ;-) 20140308 18:51:57< aquileia> Then I can make the exception not to use exceptions :p 20140308 18:52:20< mordante> aquileia, you can't all code in Wesnoth must be exception-safe 20140308 18:52:57< aquileia> but keyboard_capture() has no numerical mode... 20140308 18:52:59< thunderstruck> iceiceice: Hi. Can you link me with that bug report? 20140308 18:53:24< iceiceice> sure 20140308 18:53:25< mordante> aquileia, you can filter out non-numerical keys 20140308 18:53:46< iceiceice> https://gna.org/bugs/index.php?21758 20140308 18:53:49< aquileia> You mean already for the input? 20140308 18:54:17< aquileia> Because the user shouldn't be able to overwrite the seed with other chars 20140308 18:54:46< aquileia> mordante: Is there another function where I can get an idea how to implement this? 20140308 18:55:24< mordante> yes the textbox can already do that, was just looking for the code ;-) 20140308 18:55:24 * aquileia would copy most of it... 20140308 18:55:47< mordante> have a look at gui/widgets/password_box.cpp tpassword_box::insert_char 20140308 18:56:15-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140308 18:56:35< aquileia> Oh, I didn't know there was a password_box 20140308 18:57:16< thunderstruck> iceiceice: Thanks. It's possible that my changes caused this bug. 20140308 18:58:06< mordante> aquileia, yes and you can just make another text box where you implement your own insert_char 20140308 18:59:03< mordante> also your class should probably derive from tinteger_selector_ so it acts as a generic numeric input 20140308 18:59:32< mordante> this allows users of custom dialogues to use a slider instead of a spinbox, if they so desire 20140308 18:59:48< thunderstruck> iceiceice: I'm a bit confused about that exactly is a problem. 20140308 19:00:04< mordante> if you have some code I'd like to review it 20140308 19:00:12< aquileia> mordante: But right now my dialog is the only one even trying to do that... 20140308 19:00:14< thunderstruck> s/that/what 20140308 19:00:40< aquileia> mordante: I'm at the very beginning, it'll take a lot more work 20140308 19:01:14< aquileia> The project just continues to grow and grow... 20140308 19:01:34< iceiceice> thunderstruck: so the issue is that, at least in 1.10, if you host a game and others join it, you aren't able to click start until everyone has gone through the "select faction" menu on their machine 20140308 19:01:40< iceiceice> the start button would be greyed out 20140308 19:02:04< iceiceice> there was also some issue in 1.10: suppose that all slots for network players fill, 20140308 19:02:11< iceiceice> but someone is taking a long time to pick their faction 20140308 19:02:15< aquileia> Fix YAMG ... oh, and make a dialog for it ... and two new widgets when I'm at it 20140308 19:02:32< iceiceice> the button would be greyed out for the host and say "waiting for players to pick factions" 20140308 19:02:40< iceiceice> and for players it would say "ready to start" 20140308 19:02:55< mordante> aquileia, I know you're the only one, but if the dialogue is coded properly users can switch between UI elements 20140308 19:03:03< iceiceice> so its hard for the other players to tell that someone hasn't pick yet. 20140308 19:03:16< iceiceice> in 1.11, the game actually *is* ready to start once all slots are full 20140308 19:03:24< iceiceice> and the host may click "start game" even if someone is still in the menu 20140308 19:03:43< mordante> aquileia, so if for example we like your spinbutton better than the current slider at some places we only need to change the WML and it works 20140308 19:03:45< iceiceice> it appears that the host just sets them as random / whatever the flg manager had for that slot before they joined 20140308 19:03:55< iceiceice> and disregards whatever they select in the menu 20140308 19:04:29< mordante> aquileia, I don't expect you to be finished directly, just want to let you know I want to review the GUI part of the patch 20140308 19:04:32< aquileia> mordante: Nice, but it seems like a lot of work 20140308 19:04:48< mordante> aquileia, what seems a lot of work? 20140308 19:05:03< aquileia> mordante: And I'm really thankful that you review it 20140308 19:05:20< thunderstruck> iceiceice: Yes, that could be a case. 20140308 19:05:41< aquileia> mordante: Understanding how to do unique widgets is hard 20140308 19:06:03< aquileia> so I guess it'll be a lot of work 20140308 19:07:46< iceiceice> yes, so i'm not sure now if this should actually be considered a bug, i thought so at first, but nothing is actually particularly broken here, maybe we want to allow the host to start when they want? idk i am open minded about it 20140308 19:07:47< aquileia> mordante: multi-inheritance... oh no... 20140308 19:07:51< mordante> aquileia, it's quite a bit of work, but at least you can base your widget on existing code 20140308 19:08:20< thunderstruck> iceiceice: did you check how it looks on 1.10? 20140308 19:08:34< iceiceice> yes, it is different there 20140308 19:08:38< mordante> nothing wrong with multi-inheritance, no idea why everybody seems to want to scream about evil things when they see it :-/ 20140308 19:08:41< iceiceice> wait do you mean the code? 20140308 19:08:42< aquileia> tinteger_selector_ and ttext_box 20140308 19:08:52< thunderstruck> iceiceice: no 20140308 19:09:06< aquileia> mordante: I never did C++, only C 20140308 19:09:23< aquileia> mordante: By the way, if you prefer wesnoth-de just tell so 20140308 19:09:44< iceiceice> i can tell you from personally hosting a large number of 1.10 games that the behavior has changed as i described 20140308 19:09:45-!- Gallaecio [~quassel@84.120.112.146.dyn.user.ono.com] has quit [Read error: Connection reset by peer] 20140308 19:09:46< mordante> aquileia, I know, but why is single-inheritance is good and multi evil 20140308 19:09:58< mordante> tinterer_selector_ is an interface class 20140308 19:10:06-!- Gallaecio [~quassel@84.120.112.146.dyn.user.ono.com] has joined #wesnoth-dev 20140308 19:10:15< mordante> aquileia, my English is better than my German ;-) 20140308 19:10:25< aquileia> ok 20140308 19:11:30< iceiceice> thunderstruck: i'm going, will be back in an hour so 20140308 19:12:30< thunderstruck> iceiceice: https://github.com/wesnoth/wesnoth/blob/043c4f9fd33ac5abac1e9df311d2ad3edf70db47/src/multiplayer_connect.cpp#L1505 20140308 19:12:47< thunderstruck> iceiceice: It looks that I forgot about this when I was doing refactoring 20140308 19:12:57< thunderstruck> iceiceice: It shouldn't be too hard to fix it. 20140308 19:14:34< iceiceice> yeah i mean, if you didn't intend to change this behavior, imo probably the earlier behavior was preferable 20140308 19:14:39< iceiceice> thanks 20140308 19:14:39< thunderstruck> iceiceice: Basically, it should be enough to add some extra checks in mp::connect_engine start logic 20140308 19:14:57< thunderstruck> iceiceice: It was my mistake :) 20140308 19:15:36< lipkab> mordante: Just to confirm, the SDL2 build can't be run yet? 20140308 19:16:36< thunderstruck> iceiceice: I'll assign bug to myself. But if you want to have a go at it, feel free to do so. 20140308 19:17:06-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has quit [Remote host closed the connection] 20140308 19:17:09-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 19:19:39< iceiceice> thunderstruck: okay, sounds good 20140308 19:19:57< aquileia> mordante: That would be class tspinner : public ttext_box, public virtual ~tinteger_selector_() , right? 20140308 19:20:49< aquileia> class tspinner : public ttext_box, tinteger_selector 20140308 19:21:08< aquileia> Sorry, I just copied the constructor 20140308 19:22:07< mordante> aquileia, no that's wrong it makes the tinteger_selector inherited privately, it also needs to public keyword 20140308 19:22:22-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 19:22:53< mordante> aquileia, also for code samples best use a pastebin like http://paste.debian.net/, that makes it easier to discuss 20140308 19:23:09< mordante> especially if the code contains multiple lines 20140308 19:23:10< aquileia> even for one-liners? 20140308 19:23:12< Aishiko_laptop> because if set to private we'll have a hard time doing anything with it , right mordante? we need to have a public way of accessing it right? 20140308 19:23:48< aquileia> because for longer ones I already used pastebin, I just thought those with one line wouldn't warrant that 20140308 19:24:26< Aishiko_laptop> aquileia, I find that sometimes seeing that 1 line in context helps me to figure out the problem 20140308 19:25:00< mordante> Aishiko_laptop, sometimes private is good, but since the tinteger_selector_ is an interface class it's wrong to make it private 20140308 19:25:40< mordante> aquileia, I didn't know whether you were familiar with pastebins ;-) Also Aishiko_laptop has a very good point 20140308 19:27:11-!- wesbot changed the topic of #wesnoth-dev to: 1.12 branch created | string+feature freeze active on 1.12 | 221 bugs, 351 feature requests, 27 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 20140308 19:27:17-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20140308 19:27:33-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has joined #wesnoth-dev 20140308 19:28:19< aquileia> mordante, Aishiko_laptop: I'm not yet familiar with the details of C++ and inheritance, so I can't really respond but just acknowledge 20140308 19:30:25< irker352> wesnoth: Boldizsár Lipka wesnoth:master 7b6c125ffdbb / SConstruct scons/sdl.py: Add an sdl2 option to SCons. http://git.io/feir_Q 20140308 19:32:19< irker352> wesnoth: Boldizsár Lipka wesnoth:master b474ebace4f8 / src/.gitignore: Add libwesnoth-sdl.a to .gitignore. http://git.io/Wz2OLg 20140308 19:33:37< aquileia> mordante: I just read in password_box that "This implementation is quite a hack that needs to be rewritten cleanly" 20140308 19:33:39< Aishiko_laptop> aquileia, I'm just getting into OOP and sometimes I make the wrong choice as to what level of protection to have on a class 20140308 19:35:30< aquileia> Aishiko_laptop: But you understand what you are doing, that's a big advantage. Having computer science as minor isn't enough it seems 20140308 19:36:18-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20140308 19:37:31< mordante> Aishiko_laptop, well the default level of protection in C++ depends on whether it's a class or struct, so I prefer to write the level explicitly 20140308 19:37:44< Aishiko_laptop> aquileia, mordante, an example of where seeing the context can help is with a code snippet of one of my classmates, the names have been changed to protect the guilty; http://pastebin.com/DQjBUc4T ohh and his had no conformance to any sort of structure 20140308 19:38:30< Aishiko_laptop> mordante, same now that I'm learning about them but I also use lots of () in my calculations just so I Can make sure its doing things in the order I want =) 20140308 19:38:44-!- trewe [~trewe@108.28.54.77.rev.vodafone.pt] has joined #wesnoth-dev 20140308 19:39:38< mordante> aquileia, I didn't write that code, but the using insert_char is the way to go, also make sure you validate pasted input 20140308 19:39:40< Aishiko_laptop> aquileia, that's not true I know someone that's class mate a phyics major won the Computer Science department's programming challenge and he'd not had one class in programming! he even beat the Grad students in the CS program 20140308 19:40:17< Aishiko_laptop> aquileia, classes can help but the wanting to learn and not being afraid to break things is more important I think 20140308 19:40:26< aquileia> Yeah... on't remember me of onas 20140308 19:40:30< aquileia> * Jonas 20140308 19:40:58< mordante> Aishiko_laptop, which language is the example in? 20140308 19:41:05< Aishiko_laptop> C# 20140308 19:41:34< mordante> ah I'm not familiar with its syntax 20140308 19:42:03-!- trademark_ [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has quit [Remote host closed the connection] 20140308 19:42:07< Aishiko_laptop> but he keeps putting functions/methods declarations inside each other and doing { declaration() statements; } 20140308 19:42:14< Aishiko_laptop> the syntax is alot like C++ 20140308 19:42:31< Aishiko_laptop> all the functions/methods are declared pretty much the same 20140308 19:42:38< mordante> so I've heard, but this sample makes me believe otherwise ;-) 20140308 19:42:56< Aishiko_laptop> that's because his code won't work 20140308 19:43:36-!- trademark [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has joined #wesnoth-dev 20140308 19:43:38< mordante> I like that it doesn't work, I doesn't look sane 20140308 19:45:01-!- theflamingskunk [ad30780b@gateway/web/cgi-irc/kiwiirc.com/ip.173.48.120.11] has joined #wesnoth-dev 20140308 19:45:11< Aishiko_laptop> mordante, http://pastebin.com/7MgQy4x6 is what it should look like 20140308 19:45:36< Aishiko_laptop> well very basically that is 20140308 19:45:52< Aishiko_laptop> I also left out things like the return type 20140308 19:48:40< mordante> that looks much more like sensible code 20140308 19:48:50< Aishiko_laptop> and a simple fix 20140308 19:49:44< Aishiko_laptop> formatting, formatting, formatting, it helps sooo much in readablity (that and following syntax) 20140308 19:49:59< mordante> very very true 20140308 19:50:29< mordante> Aishiko_laptop, did have you look at the image code? 20140308 19:50:39< Aishiko_laptop> in my personal code the starting { goes on the next line so I can see it and better line up with the } 20140308 19:51:12< Aishiko_laptop> a little bit, I'm still having issues understanding the cache 20140308 19:51:44< Aishiko_laptop> I should confess I've had no memory management experience beyond doing some pointers 20140308 19:51:48< mordante> any specific questions? 20140308 19:52:36< Aishiko_laptop> at this point no, I don't feel I've spent enough time to ask anything reasonable. 20140308 19:52:54< mordante> ok 20140308 19:53:38< Aishiko_laptop> though there was some discussion when I stated I think that once the image has been grabbed and passed through (even as part of a sprite sheet) it is its own image in memory and treated as such until destroyed. 20140308 19:53:43< mordante> luckily C++ helps you a lot with memory management, do you know the abbreviation RAII? 20140308 19:54:06< Aishiko_laptop> RAII I might but right now I can't say I know what it is 20140308 19:54:26< mordante> http://en.wikipedia.org/wiki/RAII 20140308 19:56:01< Aishiko_laptop> no I've not, makes me sort of want to scream when I see things like that, and school hasn't even touched on the topic at all 20140308 19:56:03< mordante> Aishiko_laptop, I think both the spritesheet _and_ the processed image should be cached 20140308 19:57:03< mordante> that should make you scream, it is the most important feature of the language to allow you to write exception-safe code 20140308 19:57:21< Aishiko_laptop> I agree otherwise we don't get all the benefits of having them, if everytime we need the orginal image we have to reload the whole spritesheet 20140308 19:57:43< anonymissimus> lipkab: you did notice http://gna.org/bugs/?21772 ? in case you have any question 20140308 19:58:00< mordante> Aishiko_laptop, exactly 20140308 19:58:41< aquileia> mordante: Is it ok that gui/widgets/slider.hpp line 45 has the whole function in the header file? 20140308 19:59:13< Aishiko_laptop> mordante, I would think loading them at the start of each scenario and keeping them in cache until the end might be a way to go, or rather loading them into the cache and keeping them there until either all that unit_type are destroyed in game or the end of the game 20140308 19:59:18< mordante> lipkab, I have some patches (not committed) when using them with SDL2 and SDL_image1.2 it gives a mess, when using SDL2 and SDL_image2 it works 20140308 19:59:45< mordante> lipkab, I now use a recent hg checkout of SDL2 and all seems fine regarding linking 20140308 20:01:12< mordante> aquileia, some like it some don't. The advantage is that the compiler will inline the code, especially handy for small getters and setters 20140308 20:01:51< aquileia> isn't there 'inline' for that? 20140308 20:01:53< mordante> aquileia, in the past I used it, but I think it does hamper readability so I nowadays often out-line the code 20140308 20:02:34< mordante> aquileia, inline is a hint, when the function is defined in the class definition is always inlined 20140308 20:02:46< mordante> welcome to the world of C++ ;-) 20140308 20:02:46< aquileia> ok 20140308 20:03:07< aquileia> IIRC there is a flag to force inline however... 20140308 20:03:25< aquileia> Now I slowly remember some things... 20140308 20:05:17< mordante> yeah most compilers to IIRC gcc has __always_inline__ or something as special keyword to force inlining of certain function 20140308 20:06:44< mordante> however IMO it shouldn't be used unless you really know what you do, either heavily optimised code or OS code where you combine your code with assembly 20140308 20:08:06< mordante> Aishiko_laptop, we have a fixed size cache and drop objects based on their last usage, so I would never drop sprite-sheets 20140308 20:08:28< mordante> I would give them a separate (smaller) cache and also invalidate them age based 20140308 20:08:49< mordante> so if somebody save-loads a game the same units are still present 20140308 20:09:30< mordante> the normal cache needs to be invalidated more often due to keeping ToD-coloured images, that need to be invalidated when the ToD changes 20140308 20:10:08< Aishiko_laptop> I see so have 2 caches one that has the spritesheets loaded and then another that has the altered images for display 20140308 20:11:34-!- Gallaecio [~quassel@84.120.112.146.dyn.user.ono.com] has quit [Ping timeout: 264 seconds] 20140308 20:11:55< mordante> I think that will be the easiest since the sprite sheet will not change 20140308 20:12:35-!- Gallaecio [~quassel@84.120.112.146.dyn.user.ono.com] has joined #wesnoth-dev 20140308 20:13:56< mordante> lipkab, it even seems like Wesnoth runs rather decently drawn with SDL2 :-) 20140308 20:18:50< lipkab> anonymissimus: I've seen, I'll fix it soon. 20140308 20:21:39-!- ykanarev [~ykanarev@78.81.70.234] has joined #wesnoth-dev 20140308 20:24:17< lipkab> mordante: I got the linking to work with scons - still no luck with cmake, though. 20140308 20:24:27< lipkab> Maybe it's something with setup. 20140308 20:24:28-!- stikonas [~gentoo@cpc18-sgyl27-2-0-cust35.18-2.cable.virginm.net] has joined #wesnoth-dev 20140308 20:24:28-!- stikonas [~gentoo@cpc18-sgyl27-2-0-cust35.18-2.cable.virginm.net] has quit [Changing host] 20140308 20:24:28-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140308 20:24:38< lipkab> *my setup 20140308 20:25:07< mordante> lipkab, could be much changes required for SCons? 20140308 20:25:34< mordante> I'll need to look at a proper FindSDL2.cmake file 20140308 20:26:13< lipkab> mordante: SCons already uses pkg-config and sdl-config to find SDL, so no. 20140308 20:26:23< Aishiko_laptop> aquileia, right now I've got the recall dialog to display the recall costs... however it only displays a 1 for everything so I KNOW something isn't right. 20140308 20:26:55< lipkab> mordante: Actually, I've already committed SDL2 support for scons ;) 20140308 20:27:22< mordante> lipkab, I could switch to that method, but there is a nice FindSDL for 1.2 20140308 20:27:45< mordante> lipkab, yes I saw them on the chan, thanks. Haven't looked at the changes yet 20140308 20:28:21< mordante> actually a bit flabbergasted that Wesnoth runs rather ok-ish after a few more little patches 20140308 20:28:48< lipkab> SoC project cancelled? ;) 20140308 20:28:51< mordante> don't fear, I already spotted enough glitches ;-) 20140308 20:29:32< mordante> and obviously I didn't change the drawing model 20140308 20:30:05< mordante> I had it running once in the past and the game looked horrible, now the first look is rather good 20140308 20:30:20< mordante> just don't try to scroll :-P 20140308 20:31:13< lipkab> It doesn't even launch over here, so no danger I'll scroll anything :P 20140308 20:31:50< mordante> no but I'm two patches ahead of you ;-) 20140308 20:36:34< Aishiko_laptop> SoC? sorry I think I'm behind on alot of the acronyms at the moment 20140308 20:38:04< mordante> Summer of Code :-P 20140308 20:38:32< Aishiko_laptop> ohh =P I should have known that one!\ 20140308 20:41:04< ykanarev> Hi! What is mean SoC cancelled? I would like to take a part 20140308 20:41:39< mordante> ykanarev, nothing, just a joke 20140308 20:42:02< mordante> ykanarev, what project do you want to work on? 20140308 20:43:22< ykanarev> , AI task. I already send message to Crab_ 20140308 20:44:04-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140308 20:44:22< mordante> ok good 20140308 20:47:00< theflamingskunk> All these fancy cats. 20140308 20:50:02< Aishiko_laptop> yay!! I get the custom recall costs to appear and with other colours, 20140308 20:50:31-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 244 seconds] 20140308 20:51:00< aquileia> Aishiko_laptop: For SP or MP ? 20140308 20:51:39< aquileia> because right now, UtBS uses different units for different recall costs 20140308 20:52:24< lipkab> You mean different *recruit* costs? 20140308 20:52:45< aquileia> lipkab: Ah, yes, sorry 20140308 20:53:07< aquileia> I need a break 20140308 20:53:51-!- ellechka [~ellechka@82.146.62.82] has joined #wesnoth-dev 20140308 20:55:33< Aishiko_laptop> aquileia, Ideally either 20140308 20:56:23< Aishiko_laptop> aquileia, the idea is if the unit doesn't have a set cost it uses the team cost if set otherwise it uses the default of 20 20140308 20:57:10-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20140308 20:57:11< Aishiko_laptop> so a scenario could have a recall cost for say Elves cheaper in a forested area and higher in a mountain/cave scenario 20140308 20:58:10< aquileia> sounds useful 20140308 20:58:59< aquileia> oh, another application: Cost for healing wounded units from previous scenarios 20140308 21:00:38< Aishiko_laptop> ? 20140308 21:00:40< mordante> I'm off bye 20140308 21:00:48< Aishiko_laptop> bye mordante thank you for the help 20140308 21:01:06-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20140308 21:01:37< Aishiko_laptop> aquileia, as far as I know there is no cost for healing a wounded unit only parking that unit at a village or next to a healer at the end of turn 20140308 21:01:57< aquileia> Aishiko_laptop: Let's say you want a campaign centred about keeping your units alive. The recall cost could be 20+(missing HP)*0.1 20140308 21:02:08< aquileia> Aishiko_laptop: Healing between scenarios 20140308 21:03:23< Coffee_irc> aquileia: there might be a time difference between each scenario making it likely that the unit would have recovered on its own 20140308 21:03:27< aquileia> Or easier: Every unit that was heavily wounded costs 30 because it had to be cared for 20140308 21:03:46< Coffee_irc> each unit for example gets a 2hp bonus hp for standing still one turn 20140308 21:03:53< aquileia> Coffee_irc: I don't speak about mainline, but UMC migght use thiss 20140308 21:03:58< Aishiko_laptop> ohh that would interesting but couldn't you do that with the end of scenario instructions? Just tell it to take that amount from the starting gold of the next sceario? 20140308 21:04:19< Aishiko_laptop> Coffee_irc, thank you I forgot about that one! 20140308 21:04:29< aquileia> Aishiko_laptop: But if you on't need all units, you'd have paid for all 20140308 21:04:41< Aishiko_laptop> aquileia, in reality that is what happens 20140308 21:05:05< aquileia> In medevial times ? Not absolutely sure 20140308 21:05:07< Aishiko_laptop> the army doesn't go ok your too wounded and not pay for your care 20140308 21:05:38< aquileia> Hey, there are 200 wounded peasants. Should the occupy our sick bay? 20140308 21:05:39< Coffee_irc> in medeval times you could get you arm cut off and not be as useful 20140308 21:05:49< Coffee_irc> wesnoth is not realistic (sorry to break the bad news) :P 20140308 21:06:00-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 21:06:26< Aishiko_laptop> aquileia, ohhh your right it depends, but generally you see wounded soliders get cared for until they are able to continue or be mustered out because they are unable to do their job (as the military sees it) anymore 20140308 21:06:29< aquileia> Coffee_irc: Like I said before, I'm describing a possibility for UMC 20140308 21:07:02-!- _8680_ [~8680@2002:4404:712c:0:b034:d8c4:6b4b:dea5] has quit [Ping timeout: 245 seconds] 20140308 21:07:20< Coffee_irc> aquileia: we have a formula WML which you could make use of 20140308 21:07:37< Aishiko_laptop> aquileia, in theory you could leverage this modification like that, but you'd have to have some way of modifing in the WML to make it work 20140308 21:07:38-!- _8680_ [~8680@2002:4404:712c:0:c893:24e1:f165:342a] has joined #wesnoth-dev 20140308 21:08:09< Aishiko_laptop> at the moment all it does is print a number next to the units that so far does absolutely nothing! 20140308 21:08:24< aquileia> Aishiko_laptop: Ah, ok 20140308 21:08:55< Coffee_irc> aquileia: see http://wiki.wesnoth.org/SyntaxWML#Special_Attribute_Values last section for our inbuilt formula coding for WML 20140308 21:08:57< Aishiko_laptop> but it's taking a number from the cfg and passing it to the recall dialog! that's something! Now I just have to actually you know have the number MEAN something =P 20140308 21:09:00< Coffee_irc> in case it is useful 20140308 21:10:54< aquileia> Coffee_irc: I don't need that feature (I'm at GUI2 right now), I just wanted to point out another usecase for variable recall costs 20140308 21:10:58-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 21:11:32< Coffee_irc> fair enough :) 20140308 21:14:55< Aishiko_laptop> aquileia, your right assuming the WML can do the math and set each unit's cost at the end of the mission, then yes it could be leveraged in that manner, and could make some interesting new mission types 20140308 21:15:15-!- ellechka [~ellechka@82.146.62.82] has quit [Remote host closed the connection] 20140308 21:16:03< aquileia> You'd have to care for your units (keeping them above 20%) or pay the bill 20140308 21:25:37< Aishiko_laptop> aquileia, it sounds like with the recall costs enabled and leveraging the WML formulas it would be doable 20140308 21:25:54-!- anonymissimus [~chatzilla@HSI-KBW-149-172-228-192.hsi13.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 12.0/20120423122928]] 20140308 21:28:47-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has joined #wesnoth-dev 20140308 21:40:45-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140308 21:41:01-!- vfktymrbq [~vfktymrbq@188.190.127.11] has joined #wesnoth-dev 20140308 21:43:37-!- lipkab [~the_new_l@apn-130-43-201-162.vodafone.hu] has quit [Read error: Connection reset by peer] 20140308 21:46:15-!- lipkab [~the_new_l@apn-37-220-220-205.vodafone.hu] has joined #wesnoth-dev 20140308 21:47:54-!- Delfinisko [~Delfinisk@46.229.231.211.vnet.sk] has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 20140308 21:53:37-!- enchilado [~enchilado@defocus/yummy/enchilado] has quit [Ping timeout: 240 seconds] 20140308 22:01:32-!- lipkab [~the_new_l@apn-37-220-220-205.vodafone.hu] has quit [Quit: Vannak idők, mikor menni kell] 20140308 22:02:07-!- enchilado [~enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20140308 22:07:58-!- Gaben [~quassel@94-21-129-43.pool.digikabel.hu] has quit [Remote host closed the connection] 20140308 22:11:07-!- lipkab [~the_new_l@apn-37-220-220-205.vodafone.hu] has joined #wesnoth-dev 20140308 22:12:21< irker352> wesnoth: Boldizsár Lipka wesnoth:master 4c6cad1327c1 / src/about.cpp: Don't use uninitialized data member for variable initialization. http://git.io/6KcaSg 20140308 22:12:34< lipkab> anonymissimus: ^ 20140308 22:12:53-!- lipkab [~the_new_l@apn-37-220-220-205.vodafone.hu] has quit [Client Quit] 20140308 22:14:03-!- mjs-de [~mjs-de@p508CB5A6.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140308 22:15:38-!- trademark [~trademark@nsg93-8-88-175-59-164.fbx.proxad.net] has quit [Ping timeout: 240 seconds] 20140308 22:26:15-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140308 22:45:18-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140308 22:49:58< aquileia> hmm... I guess boost's lambda functions are off-limits? 20140308 22:50:06-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140308 22:50:30< aquileia> The task I have in mind is trivial, so it doesn't really matter 20140308 22:54:48-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140308 22:59:34-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140308 23:03:18-!- ykanarev [~ykanarev@78.81.70.234] has quit [Quit: Leaving] 20140308 23:03:50< shadowm> 11:47:24 Just a quick question: Some translatable strings are used as _("text") and others as _ "text". To recycle existing strings I can use both, right? 20140308 23:04:03< shadowm> aquileia: In what context? Both are valid Lua, but only the first is valid C++ and only the second is valid WML. 20140308 23:05:25-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140308 23:06:31< aquileia> Ah, ok. I'm in the thick of C++, but it parses an intermediate WML file 20140308 23:06:43< aquileia> so that's the reason I see both 20140308 23:06:48< aquileia> shadowm: thanks 20140308 23:08:47< shadowm> If you need a button to copy a thing that can't be selected to clipboard, there's already an existing iconic variant of the GUI2 button for that purpose in use in gui2::twml_error and gui2::tgame_paths. The actual logic has to be implemented by hand, though, but it's rather trivial. 20140308 23:09:17< Aishiko_laptop> aquileia, I sometimes get the same reaction, but its usually goes like this..."okay... wait, this isn't C++ code.... what am I looking at?" 20140308 23:09:31< shadowm> Bind a callback on button press that calls copy_to_clipboard() (or even call copy_to_clipboard() directly, depends on the availability of the string to copy when configuring the button) and that's it. 20140308 23:10:15-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Crab_] 20140308 23:10:15< aquileia> shadowm: I first wanted to do it with a copy to clipboard button, but mordante preferred a new spinner widget 20140308 23:11:45< aquileia> So right now I have some problems with how to implement an interface for integer output but also enable double values if the user wants those 20140308 23:12:43< aquileia> Then I'd have at least a second user: Dugi's rating dialog could use this with double, and I need integer for the random seed 20140308 23:13:38< Aishiko_laptop> aquileia, what do you think? http://www.tiikoni.com/tis/view/?id=8f45532 20140308 23:14:41< Aishiko_laptop> aquileia, how about a using a double instead of an int, and if sending off as a random seed use something like round()? 20140308 23:14:42< aquileia> nice. Will this be hidden if all default to 20? 20140308 23:14:51< shadowm> Have a only_integers property that controls the UI aspect, let the caller figure out whether to fetch the entered value as or double? 20140308 23:15:17< Aishiko_laptop> aquileia, I've not gotten that far so for the time being no 20140308 23:15:26< aquileia> Aishiko_laptop: mordante wanted me to implement an interface to enable easier substitution with other integer widgets 20140308 23:15:39-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has joined #wesnoth-dev 20140308 23:15:39-!- happygrue [~happygrue@c-66-30-155-184.hsd1.ma.comcast.net] has quit [Changing host] 20140308 23:15:39-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140308 23:16:22< Aishiko_laptop> ohh in that case, its easy enough to copy, rename, and modify for dugi's rating dailog 20140308 23:16:22< aquileia> Aishiko_laptop: I just asked whether this will be implemented later on. 20140308 23:16:39< Aishiko_laptop> aquileia, honestly I'd not thought about it! 20140308 23:16:56< aquileia> that's the reason I asked ;) 20140308 23:17:15< Aishiko_laptop> aquileia, but it does sound like a good idea to hide it if all the values will be the same 20140308 23:17:43-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140308 23:17:58< Aishiko_laptop> perhaps in that case having the team recall cost placed somewhere on the dialog would be a good idea 20140308 23:18:11< aquileia> Having this additional column appear is a striking sign that you should check it 20140308 23:18:39< aquileia> player perspective 20140308 23:19:33< Aishiko_laptop> that in part is the reason the numbers are highlighted in different colours green is below 20, white 20, and red, above but it would make more sense to have those numbers relate to the team recall cost now that I think about it 20140308 23:20:20< aquileia> Aishiko_laptop: Yes, the colors stand out as well. 20140308 23:21:21< aquileia> shadowm: I'll do the only_integers part, but integer support has to be wired in 20140308 23:22:13< aquileia> exxcept if I misunderstood mordante 20140308 23:22:30< aquileia> *except 20140308 23:24:57< aquileia> Hmm... I might have to localize the decimal separator... 20140308 23:25:16< aquileia> Or is '.' acceptable for everyone? 20140308 23:25:30< aquileia> In German it'd be ',' 20140308 23:26:01< aquileia> but acepting that seems more work than benefit 20140308 23:26:06< AI0867> '.' is de-facto standard 20140308 23:26:24< AI0867> plenty of programs localize it, but that mostly just causes more issues 20140308 23:27:49< aquileia> AI0867: so I can screw localization for numerical widgets? 20140308 23:28:07< Aishiko_laptop> aquileia, I'm learning why no one did unit specific recall costs before now, I'm finding breaks and areas of the code that need to modified to work right, like the check to see if you have enough to recall and the undo function as well 20140308 23:28:39< aquileia> Aishiko_laptop: The EasyCoding page is a lie :p 20140308 23:28:54< aquileia> And you won't get a cake, sorry 20140308 23:28:57< AI0867> aquileia: well, *accepting* a comma might be worthwhile 20140308 23:29:13< AI0867> but I'd skip over it at first, at least 20140308 23:29:28< aquileia> but then I'd have to make sure it is parsed as well... 20140308 23:29:45< Aishiko_laptop> aquileia, small steps first =) small steps 20140308 23:30:56< Aishiko_laptop> at the moment I'm trying to get the recall function in event_handler to go through each unit to determine the cheapest recall cost (currently available) and am not sure how to call the unit config file to do so 20140308 23:40:28< aquileia> On the risk of provoking your wrath... do I need more brackets here? http://pastebin.com/gWiimXak 20140308 23:41:41< aquileia> For me the formating seems ok, but... asking hurts less than being thrown at 20140308 23:42:00< aquileia> *formatting 20140308 23:42:34-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140308 23:46:22< mattsc> shadowm: I did a quick first shot at listing OS X specific issues: https://github.com/mattsc/AI-demos/wiki/Wesnoth-OS-X-Specific-Issues 20140308 23:46:50< mattsc> Is that the kind of information you had in mind? 20140308 23:47:31< mattsc> Also, where should I put this? (It's currently on the AI-demos github wiki page, which is obviously not the right place for it.) 20140308 23:50:06-!- SigurdFD [~SigurdFD@24.154.98.89] has joined #wesnoth-dev 20140308 23:57:46-!- mjs-de [~mjs-de@p508CB5A6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20140308 23:57:51-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140308 23:58:12< Soliton> aquileia: if you have a single if inside another you can just connect both conditions with an and. 20140308 23:58:46< aquileia> Good that I asked 20140308 23:59:20< aquileia> but the condition will get even more complicated... I have to check if there is another '.' somewhere 20140308 23:59:32-!- spoffy [~spoffy@dhcp-201-14.wireless.soton.ac.uk] has quit [Ping timeout: 265 seconds] 20140308 23:59:43< aquileia> Soliton: good catch, thanks --- Log closed Sun Mar 09 00:00:17 2014