--- Log opened Wed Apr 02 00:00:33 2014 --- Day changed Wed Apr 02 2014 20140402 00:00:33-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140402 00:03:06-!- TC01_ is now known as TC01 20140402 00:12:35-!- esr [~esr@wesnoth/developer/esr] has quit [Quit: WeeChat 0.4.1] 20140402 00:18:18-!- esr [~esr@wesnoth/developer/esr] has joined #wesnoth-dev 20140402 00:39:05-!- bagzie [~bag@85-76-181-103-nat.elisa-mobile.fi] has quit [] 20140402 00:39:46-!- cib0 [~cib@p508BCCF2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140402 00:40:51-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 00:41:17-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 00:42:33< gfgtdf> is it intented that i cannot laod games during mp ? 20140402 00:49:16< Aishiko_laptop> why would you want to? 20140402 00:54:20< gfgtdf> Aishiko_laptop: becasue i am playing an mp game and then want to load it to test whether the replay works correctly 20140402 00:54:46-!- noy [~Noy@S01067cb21b205894.vs.shawcable.net] has joined #wesnoth-dev 20140402 00:54:47-!- noy [~Noy@S01067cb21b205894.vs.shawcable.net] has quit [Changing host] 20140402 00:54:47-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 00:56:49< gfgtdf> wesbot: seen iceiceice 20140402 00:56:49< wesbot> gfgtdf: Person, who was using the nick iceiceice 3h 2m ago, last spoke 18h 20m ago. is now known as chris__ in this channel. 20140402 00:56:58< chris__> hey 20140402 00:57:00< gfgtdf> hi 20140402 00:57:02-!- chris__ is now known as iceiceice 20140402 00:57:36< iceiceice> y so you are talking about the warning when you go to file > load? 20140402 00:57:40< gfgtdf> do you know wether mp sync is suposed to work during victory events? 20140402 00:57:53< iceiceice> i have no idea tbh 20140402 00:58:00< gfgtdf> iceiceice: no i was talking about strg+o doesnt have any effect during an mp game 20140402 00:58:24< iceiceice> y i have no idea about that 20140402 00:58:41< gfgtdf> iceiceice: but my question now was about when teh server knows that a scenario has ended 20140402 00:58:45< gfgtdf> the* 20140402 00:59:26< iceiceice> so there is a server message "... has ended the game." 20140402 00:59:35< gfgtdf> iceiceice: i mean is there some "send game end" code in the client 20140402 00:59:39< iceiceice> i'm not completely sure how it looks i would have to review 20140402 00:59:50< iceiceice> * i think * how it works is that 20140402 00:59:59< iceiceice> suppose i kill your leader in a 1 v 1 game 20140402 01:00:03< iceiceice> i will go to linger ode 20140402 01:00:04< iceiceice> *mode 20140402 01:00:06< iceiceice> and you as well 20140402 01:00:18< iceiceice> there will be an end turn button available 20140402 01:00:22< iceiceice> if i click that, 20140402 01:00:23< iceiceice> or leave the game, 20140402 01:00:31< gfgtdf> iceiceice: dont you think it'd be nice if players can still chat after teh 'victory' ? 20140402 01:00:32< iceiceice> then the server will tell all obs "iceiceice has ended the game." 20140402 01:00:46< iceiceice> yes and everyone can still chat fter that i think 20140402 01:00:50< iceiceice> even after i have ended the game 20140402 01:00:58< iceiceice> although at least in 1.10 it seems wierd then, 20140402 01:01:13< iceiceice> basically once the game "ends" the server will not write any subsequent chats to the server-side replay 20140402 01:01:15< gfgtdf> why wired ? 20140402 01:01:20< iceiceice> and you will also see lobby messages as chats 20140402 01:01:30< gfgtdf> hmm 20140402 01:01:36< iceiceice> so even though everyone is still "in game" they dont have a private chat room anymore 20140402 01:01:40< gfgtdf> what do you means by "ends" ? 20140402 01:01:40< iceiceice> i dont know if that has change din 1.11 20140402 01:01:43< iceiceice> its just a quirk i noticed in 1.10 20140402 01:02:05< iceiceice> i'm not sure exactly what the criteria are, 20140402 01:02:13< iceiceice> but at some point the server considers the game over, writes out the save file 20140402 01:02:25< iceiceice> and treats everyone as though they are in the lobby 20140402 01:02:46< iceiceice> its the same criteria i guess as when you go to next step of an mp campaign 20140402 01:02:56< iceiceice> in an mp campaign, when you "end turn" during linger mode, 20140402 01:03:00< iceiceice> you will launch the next scenario 20140402 01:03:09< iceiceice> i.e. the host will send a secnario config to server 20140402 01:03:15-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 01:03:22< iceiceice> the server will then relay it to the clients and they will all immediately try to load it 20140402 01:03:28< iceiceice> or actually i guess they get queried "do you want to continue the campaign" 20140402 01:03:34< iceiceice> all this behavior is modified by flags as well, 20140402 01:03:46< iceiceice> [end_level] has a flag, whether to put people in linger mode at all or skip it 20140402 01:04:00< iceiceice> and whether players should be queried to save a replay before transitioning etc. 20140402 01:04:37< gfgtdf> the host sends end_level to teh server ? 20140402 01:05:50< iceiceice> [end_level] is a wml tag 20140402 01:05:54< iceiceice> i'm not sure exactly what the host's message is 20140402 01:06:02< iceiceice> i'm looking at server.cpp right now, 20140402 01:06:08< iceiceice> in function "process_game_data", 20140402 01:06:22< iceiceice> there is a signal "[notify_next_scenario]" that accoridng to comments is sent by host, 20140402 01:06:32< iceiceice> and immediately relayed to clients to tell them the next_scenario is available 20140402 01:07:17< iceiceice> the clients seem to send "[load_next_scenario]" when they are ready to recieve the next level 20140402 01:07:26< iceiceice> i dont know if this thing is overloaded for the case of an mp scenario 20140402 01:09:29< iceiceice> sry, slight innacuracy 20140402 01:09:35< iceiceice> i guess the host sends "store_next_scenario" 20140402 01:17:42< gfgtdf> iceiceice: i just thougt of something different: when 2 players play an mp game any one player wins but th other player looses, than is victory event fired on teh one side and defeat event fired on the other side ? 20140402 01:17:59< gfgtdf> that'd make it quiet hard to sync those events. 20140402 01:21:31-!- stikonas__ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140402 01:22:07-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 264 seconds] 20140402 01:22:35< iceiceice> yeah i dont know about that :/ 20140402 01:23:13< iceiceice> its probably not essential to sync those right though? 20140402 01:23:25< iceiceice> i mean people could just work around it with a leader death event or something 20140402 01:23:44< iceiceice> am i wrong about this? 20140402 01:23:51< gfgtdf> iceiceice: no i think not 20140402 01:24:39< gfgtdf> iceiceice: but workarounds are normaly work, better is with less work 20140402 01:25:39< iceiceice> y 20140402 01:26:44< gfgtdf> wondering one hour what i did wrong and noticed then that i forgot to recompile :s 20140402 01:27:12-!- wesbot changed the topic of #wesnoth-dev to: string+feature freeze active on 1.12 | 234 bugs, 352 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 20140402 01:27:59< gfgtdf> iceiceice: maybe we should have a scenario end event which is fired in both cases 20140402 01:28:14< iceiceice> y i was thinking this also... 20140402 01:29:12< iceiceice> it would be much simpler 20140402 01:29:23< iceiceice> maybe could support the old syntax as well, or eventually deprecate it? 20140402 01:30:03< gfgtdf> iceiceice: hm shoudl we fire that after teh defeat/victory events or before? 20140402 01:30:12< gfgtdf> the*, should* 20140402 01:30:30< iceiceice> i think if you want to make a "scenario_end" event then maybe it should have a field that says if it was victory or defeat 20140402 01:30:35< iceiceice> and they could filter for it 20140402 01:31:09< iceiceice> oh i guess defeat is slightly different though... 20140402 01:31:10< gfgtdf> iceiceice: no thibn a filter we'd have teh same probem that the filter wuld be true one one client and fasle on another 20140402 01:31:35< iceiceice> in a game with many players is defeat fired as soon as anyone is defeated? 20140402 01:31:55-!- Aishiko_laptop [~unknown@198.85.71.18] has quit [Ping timeout: 240 seconds] 20140402 01:32:15-!- justinzane [~justinzan@12.172.184.180] has joined #wesnoth-dev 20140402 01:32:32< gfgtdf> iceiceice: hmm i don't know 20140402 01:32:43< iceiceice> gfgtdf: i guess its something to figure out 20140402 01:33:02< gfgtdf> ye, it could be a probem 20140402 01:33:11< iceiceice> anyways if u want to change the way some of these events work, it might not be such a bad idea since i think we will have to slightly change the behavior of check_victory anyways 20140402 01:33:30< iceiceice> because of this other stuff that happened 20140402 01:35:56< gfgtdf> iceiceice: hm i think i wount touch the vicotry event but add a additional event. If that one player leves before doesnt casue problems, 20140402 01:36:28< gfgtdf> iceiceice: i tihnk i'll just don't let it fire for that player then. 20140402 01:36:46< iceiceice> so victory and defeat wont be synced 20140402 01:36:57< iceiceice> but you'll make "scenario_end" which is? 20140402 01:37:16< iceiceice> or something? 20140402 01:39:37< gfgtdf> iceiceice: yes that was my play 20140402 01:39:39< gfgtdf> plan 20140402 01:40:11-!- stikonas__ [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140402 01:40:47< gfgtdf> o just tested and when a player lost all his units, he dont get teh defeat message, he get it as soon as another players wins 20140402 01:43:20< gfgtdf> iceiceice: and he sees nothing until of teh map until teh end of the game (when he has fog on ) :s 20140402 01:43:26< gfgtdf> becaue he has no units 20140402 01:43:59< iceiceice> thats a bit odd 20140402 01:44:02< gfgtdf> ye 20140402 01:44:15< iceiceice> i mean usually when you lose you still have some units 20140402 01:44:19< iceiceice> unless leader was actually the last one 20140402 01:44:32< gfgtdf> no you can play until you lost all your units 20140402 01:44:36< iceiceice> yes 20140402 01:44:41< gfgtdf> and then you see nothing 20140402 01:44:51< iceiceice> that makes sense to me i guess 20140402 01:44:57< iceiceice> you think he shoudl transition to observer immediately? 20140402 01:45:20< gfgtdf> hm maybe do that if observer are allowed in that game 20140402 01:45:46< iceiceice> hmm 20140402 01:45:57< iceiceice> y this is another confusing thing to me 20140402 01:46:05< iceiceice> we have this "is_observer" function 20140402 01:46:05< gfgtdf> ye 20140402 01:46:09< iceiceice> which checks if you locally control any sides 20140402 01:46:17< iceiceice> it doesnt seem to check if the scenario allows observers... 20140402 01:46:33< gfgtdf> we i guess you still controll your sideyou just have nothing to control anymore 20140402 01:47:08< gfgtdf> i tihnk another scenario designer coud reanimate that player with wml 20140402 01:47:15< gfgtdf> s/another/a 20140402 01:47:16< iceiceice> y thats true 20140402 01:47:26< iceiceice> and in practice you could give control away and become an observer i guess 20140402 01:47:33< iceiceice> i dont know if server would kick you then? 20140402 01:47:37< iceiceice> if no observers are allowed? 20140402 01:47:55< gfgtdf> hm but i dont want to remove that featire taht you can get reanimated by wml 20140402 01:48:02< gfgtdf> if that is teh current state 20140402 01:48:02< iceiceice> y i agree 20140402 01:49:05< gfgtdf> iceiceice: id' sy leave it as it is, the player can already leave teh game if teh want and rejoin as an observer 20140402 01:49:08< gfgtdf> i'd 20140402 01:49:50< iceiceice> y its pretty minor issue 20140402 01:50:16< iceiceice> i am looking in the action_wml.cpp at [endlevel], 20140402 01:51:16< gfgtdf> iceiceice: ok so fireing end_scenario after or before victory/defeat ? 20140402 01:52:18< iceiceice> hmm 20140402 01:52:39< iceiceice> do you want end_scenario to contain the info about victory/defeat? 20140402 01:52:58< iceiceice> if you were lazy you could skip this, and the user would make victory/defeat set an appropriate wml variable :p 20140402 01:53:04< iceiceice> if end_scenario was after 20140402 01:53:47< gfgtdf> iceiceice: hm why not, that give more posibilities. 20140402 01:54:21< iceiceice> so i think it might be simpler though 20140402 01:54:31< iceiceice> if you just got rid of victory and defeat 20140402 01:54:33< iceiceice> at least in the C++ 20140402 01:54:41< iceiceice> i think they are only fired in playsingle_controller.cpp 20140402 01:54:43< gfgtdf> iceiceice: thats one line of code 20140402 01:55:01< gfgtdf> iceiceice: not in replay_controller ? :O 20140402 01:55:08< iceiceice> maybe there too i have no idea 20140402 01:55:20< gfgtdf> i guess not but i think it not harm 20140402 01:55:21< iceiceice> looks like not :O 20140402 01:55:39< iceiceice> so if we have 3 different event types 20140402 01:55:42< iceiceice> that all basically fire at the same time 20140402 01:55:46< iceiceice> and have three different event queues 20140402 01:55:54< iceiceice> idk it just seems more complicated 20140402 01:56:37< iceiceice> if theres only one event queue i guess theres less questions about which queue is fired first 20140402 01:57:37< iceiceice> you could just make one event end_scenario that also has the result, and make "event = victory" an alias i guess for backwards compatibility 20140402 01:57:47< iceiceice> i guess thats what i favor, but i dont know if it breaks any ones things 20140402 01:58:14< iceiceice> too bad we dont have any unit tests from the UMC authors yet or we could find out :p 20140402 01:58:24< gfgtdf> iceiceice: but teh victory event would be fire also on defetes sides 20140402 01:58:32< gfgtdf> then* 20140402 01:58:37< gfgtdf> defeated* 20140402 01:59:51< iceiceice> idk i guess the options are, 20140402 01:59:54< iceiceice> keep all three kinds of events 20140402 01:59:59< iceiceice> victory and defeat are unsynced 20140402 02:00:03< iceiceice> end_scenario is synced 20140402 02:00:09< iceiceice> and victory / defeat go just before it 20140402 02:00:13< iceiceice> or, 20140402 02:00:31< iceiceice> only have end_scenario but it has a field member which states if it was victory or defeat 20140402 02:00:40< iceiceice> and this guy is obv not synced but otherwise it is synced 20140402 02:01:05< iceiceice> i think you should keep "victory" and "defeat" event types supported though for backwards compatibility 20140402 02:01:23< iceiceice> even if not actually appearing in the engine 20140402 02:01:31< iceiceice> just so people can write that in their wml, and maybe we deprecate it later 20140402 02:01:44< iceiceice> if for some reason there is a need 20140402 02:03:36< gfgtdf> iceiceice: i think adding extra fields to event or strange things for backwards compability, are too complicated especily considering that im not convinced that the end result would be better. 20140402 02:04:07< iceiceice> i mean its not that complicated, right? 20140402 02:04:14< iceiceice> there are already events that store like x_1, x_2 of the unit that fired it 20140402 02:04:26< iceiceice> i'm only talking to do something like that for end_scenario 20140402 02:05:03< gfgtdf> iceiceice: ah hm but you taked baout making some end_scenario events synced an other not 20140402 02:05:06< iceiceice> i mean if you don't think its worth it to sync these things its up to you, it's your project 20140402 02:05:34< gfgtdf> about* 20140402 02:05:41< iceiceice> i see so you want to deprecate the entire "[event] name = victory ..." syntax? 20140402 02:05:49< iceiceice> or just get rid of it i mean? 20140402 02:06:11< gfgtdf> no i just want to levae them unsynced an add a third synced end_scenario event 20140402 02:06:24< iceiceice> ok 20140402 02:26:09-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140402 02:26:21-!- cib_ [~cib@p5DD20903.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140402 02:26:41< iceiceice> gfgtdf: i think the behavior i mentioned about observers being "in the lobby" is a bug 20140402 02:26:48< iceiceice> i'm looking at the server code, 20140402 02:27:13< iceiceice> it only sends the " ended the game." message when the last player has left and the server has deleted the entry of the game 20140402 02:27:39< iceiceice> so i guess it might be some bug that it doesn't tell the remaining observers to go to the lobby 20140402 02:27:52< iceiceice> anyways i guess its not that relevant to your question 20140402 02:29:38-!- cib0 [~cib@p508BCCF2.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20140402 02:29:41< iceiceice> but you should pay attention in this playsingle_controller.cpp function, 20140402 02:30:45< iceiceice> for instance i guess none of these events fire if you load a game that was saved in linger mode? 20140402 02:31:25< iceiceice> anyways i am out for now, bb 20140402 02:35:52-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Quit: Leaving] 20140402 02:42:44-!- gfgtdf [~chatzilla@f054128003.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 28.0/20140314220517]] 20140402 02:44:31-!- Ivanovic_ [~ivanovic@x2f464f7.dyn.telefonica.de] has joined #wesnoth-dev 20140402 02:46:18-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Read error: Operation timed out] 20140402 02:46:25-!- Ivanovic_ is now known as Ivanovic 20140402 02:54:15-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140402 02:55:12-!- un214 [~un214@2602:306:cccf:a499:224:8cff:fed2:ef57] has joined #wesnoth-dev 20140402 02:55:15-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 265 seconds] 20140402 02:59:15-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20140402 03:06:48-!- goblinThing [44bd8c2c@gateway/web/freenode/ip.68.189.140.44] has joined #wesnoth-dev 20140402 03:15:39-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140402 03:29:21-!- TC01 [~quassel@128.220.109.252] has quit [Remote host closed the connection] 20140402 03:29:49-!- cib_ [~cib@p5DD20903.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20140402 03:50:27-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140402 03:53:41-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140402 03:54:02-!- un214 [~un214@2602:306:cccf:a499:224:8cff:fed2:ef57] has quit [Quit: All that is without form must fade away] 20140402 04:14:13-!- goblinThing [44bd8c2c@gateway/web/freenode/ip.68.189.140.44] has quit [Quit: Page closed] 20140402 04:39:48-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140402 04:42:40-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 246 seconds] 20140402 05:07:38-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20140402 05:09:35-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140402 05:37:16-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Ciao] 20140402 05:39:08-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140402 05:45:05-!- Ivanovic [~ivanovic@x2f464f7.dyn.telefonica.de] has quit [Changing host] 20140402 05:45:05-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140402 05:46:10-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 05:52:45-!- sachith500 [~kvirc@112.135.155.148] has joined #wesnoth-dev 20140402 06:05:41-!- sachith500 [~kvirc@112.135.155.148] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140402 06:09:55-!- justinzane [~justinzan@12.172.184.180] has quit [] 20140402 06:15:34-!- justinzane [~justinzan@12.172.184.180] has joined #wesnoth-dev 20140402 06:16:50-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 06:24:30-!- sachith500 [~kvirc@112.135.155.148] has joined #wesnoth-dev 20140402 06:32:52-!- sachith500 [~kvirc@112.135.155.148] has quit [Read error: Connection reset by peer] 20140402 06:36:51-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 245 seconds] 20140402 06:45:01-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 06:52:35< zookeeper> there's a problem with the nordic character ä in text rendering: http://imagebin.org/303326 20140402 06:52:47< zookeeper> ö draws fine with two distinct dots, but in ä they blend into one 20140402 07:11:09< iceiceice> thats pretty strange 20140402 07:11:25< iceiceice> never saw something like that before 20140402 07:13:53-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140402 07:15:07-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140402 07:16:16< ancestral> zookeeper: That could be due to poor or nonexistent hinting. How does it look with anti-aliasing on? 20140402 07:20:30-!- sachith500 [~kvirc@112.135.155.148] has joined #wesnoth-dev 20140402 07:23:06< zookeeper> ancestral, what anti-aliasing? 20140402 07:24:26< ancestral> Looks like maybe you have AA on 20140402 07:24:47< ancestral> Maybe it’s not strong enough 20140402 07:26:12-!- cib0 [~cib@p5DD20903.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140402 07:28:10-!- sachith500 [~kvirc@112.135.155.148] has left #wesnoth-dev ["Once you know what it is you want to be true, instinct is a very useful device for enabling you to know that it is"] 20140402 07:29:22< ancestral> Strong AA would encourage the renderer not to force displaying diacritics solely as black one pixel dots. 20140402 07:29:45< ancestral> But at smaller sizes, this becomes ever-more challenging 20140402 07:30:01< ancestral> That’s where hinting comes in 20140402 07:31:11-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 07:31:35< iceiceice> does wesnoth use antialiasing? 20140402 07:31:51< iceiceice> i thought part of the point of pixel art was that the artist figures out that sort of stuff manually 20140402 07:32:17< ancestral> The renderer supports it afaik 20140402 07:32:54< ancestral> True, except Wesnoth doesn’t use pixel, or bitmap fonts ;-) 20140402 07:32:56-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140402 07:33:13< zookeeper> iceiceice, for _text_ 20140402 07:33:30< ancestral> So either the renderer isn’t doing a good job drawing the text to the screen, or DejaVu (or whatever font this is) doesn’t have good (or any) hinting at small sizes. 20140402 07:34:13< iceiceice> i see 20140402 07:34:17< ancestral> Still it is interesting 20140402 07:34:52< iceiceice> we should have a fancy pixel art font too 20140402 07:34:54< iceiceice> :) 20140402 07:35:03< ancestral> It would help at very small sizes 20140402 07:35:19< ancestral> I would argue Wesnoth’s fonts typically should be larger, however 20140402 07:35:29< ancestral> They’re much too small 20140402 07:35:48< ancestral> For all sizes, for desktop anyway 20140402 07:36:08< ancestral> Larger text would fix this type of issue, too 20140402 07:37:08-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140402 07:37:34< zookeeper> yeah, the text is pretty small IMO, especially when it always only takes up such a small part of the screen anyway 20140402 07:48:35-!- DHost [~Pcy@pvs.pnymat.fr] has quit [Quit: bye ;)] 20140402 08:29:43-!- mjs-de [~mjs-de@f049115255.adsl.alicedsl.de] has joined #wesnoth-dev 20140402 08:41:56-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140402 09:28:11-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has joined #wesnoth-dev 20140402 09:29:09-!- cib0 [~cib@p5DD20903.dip0.t-ipconnect.de] has quit [Ping timeout: 255 seconds] 20140402 09:49:43-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20140402 09:51:01-!- Ivanovic [~ivanovic@x2f4e881.dyn.telefonica.de] has joined #wesnoth-dev 20140402 11:37:13-!- lipkab [~the_new_l@2001:738:5404:192:9e4e:36ff:fe7c:534c] has joined #wesnoth-dev 20140402 12:19:21-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140402 12:22:08-!- bagzie [~bag@85-76-34-211-nat.elisa-mobile.fi] has joined #wesnoth-dev 20140402 12:26:45-!- Dugi [93fb43cb@gateway/web/freenode/ip.147.251.67.203] has joined #wesnoth-dev 20140402 12:34:28-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has joined #wesnoth-dev 20140402 12:42:19-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140402 12:50:05-!- pyromancer2 [~pyromance@130.68.251.38] has joined #wesnoth-dev 20140402 12:50:27-!- pyromancer2 [~pyromance@130.68.251.38] has quit [Client Quit] 20140402 13:03:27-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has quit [Ping timeout: 268 seconds] 20140402 13:04:29-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140402 13:12:05-!- Ivanovic [~ivanovic@x2f4e881.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20140402 13:15:23-!- Ivanovic [~ivanovic@x2f446ac.dyn.telefonica.de] has joined #wesnoth-dev 20140402 13:37:43-!- Dugi [93fb43cb@gateway/web/freenode/ip.147.251.67.203] has quit [Ping timeout: 245 seconds] 20140402 13:48:56-!- Ivanovic [~ivanovic@x2f446ac.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20140402 13:49:41-!- Ivanovic [~ivanovic@x2f4bd00.dyn.telefonica.de] has joined #wesnoth-dev 20140402 13:52:38-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has joined #wesnoth-dev 20140402 13:58:46-!- Dugi [93fbd156@gateway/web/freenode/ip.147.251.209.86] has joined #wesnoth-dev 20140402 13:59:39-!- irker854 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140402 13:59:39< irker854> wesnoth: Boldizsár Lipka wesnoth:master 506c6a268c45 / src/sdl/ (texture.cpp texture.hpp): Minor code cleanup. http://git.io/P_liJw 20140402 13:59:41< irker854> wesnoth: Boldizsár Lipka wesnoth:master cf17070ae7df / src/sdl/ (texture.cpp texture.hpp): Optionally save an SDL_Surface when loading a texture from file. http://git.io/VOWijw 20140402 13:59:43< irker854> wesnoth: Boldizsár Lipka wesnoth:master 4a34642ddca1 / src/sdl/ (texture.cpp texture.hpp): Allow streaming access for textures loaded from file. http://git.io/b4y7iw 20140402 14:05:13< irker854> wesnoth: Boldizsár Lipka wesnoth:master a928ce76de33 / src/sdl/texture.cpp: Properly clean up source_surface_ for streaming textures. http://git.io/spFHOw 20140402 14:05:56< lipkab> mordante: ^ I hope now it has everything you want. (I'll update my wiki page soon). 20140402 14:06:21-!- lipkab [~the_new_l@2001:738:5404:192:9e4e:36ff:fe7c:534c] has quit [Remote host closed the connection] 20140402 14:07:37-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Computer's napping] 20140402 14:08:37-!- Ivanovic_ [~ivanovic@x2f47985.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:09:17-!- Ivanovic [~ivanovic@x2f4bd00.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20140402 14:10:31-!- Ivanovic_ is now known as Ivanovic 20140402 14:11:30-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 14:14:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 14:15:25-!- Ivanovic_ [~ivanovic@x2f42731.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:17:47-!- Ivanovic [~ivanovic@x2f47985.dyn.telefonica.de] has quit [Ping timeout: 265 seconds] 20140402 14:19:19-!- Ivanovic_ is now known as Ivanovic 20140402 14:20:13-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 14:20:25-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 14:22:24-!- gfgtdf [~chatzilla@f054128003.adsl.alicedsl.de] has joined #wesnoth-dev 20140402 14:24:51-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 14:26:42-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 14:27:37-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140402 14:28:23-!- Ivanovic_ [~ivanovic@x2f3fb3f.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:28:33-!- Ivanovic [~ivanovic@x2f42731.dyn.telefonica.de] has quit [Ping timeout: 268 seconds] 20140402 14:31:31-!- Ivanovic_ [~ivanovic@x2f3fb3f.dyn.telefonica.de] has quit [Read error: Operation timed out] 20140402 14:32:26-!- Ivanovic [~ivanovic@x2f3b8ce.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:33:09-!- mattsc [~mattsc@wesnoth/developer/mattsc] has left #wesnoth-dev [] 20140402 14:34:23-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140402 14:34:34-!- bagzie [~bag@85-76-34-211-nat.elisa-mobile.fi] has quit [] 20140402 14:36:58< mattsc> zookeeper: just FYI, I finally updated the path finding with avoided hexes easy coding task to reflect into what it has developed from the original idea: http://wiki.wesnoth.org/EasyCoding#Improvements_to_AI 20140402 14:37:05< mattsc> sorry for the confusion that caused 20140402 14:45:24-!- Ivanovic_ [~ivanovic@x2f3eafb.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:47:59-!- Ivanovic [~ivanovic@x2f3b8ce.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20140402 14:49:51-!- Ivanovic_ [~ivanovic@x2f3eafb.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20140402 14:50:05-!- Ivanovic [~ivanovic@x2f3bc17.dyn.telefonica.de] has joined #wesnoth-dev 20140402 14:56:16< gfgtdf> any1 elge got teh problem that alt horkeys dont work in 1.13-dev ? 20140402 14:56:24< gfgtdf> else* 20140402 15:01:59< gfgtdf> ok i found out that alt+ hotkeys only work when i do a leftckick at teh same time :s 20140402 15:04:24-!- Ivanovic [~ivanovic@x2f3bc17.dyn.telefonica.de] has quit [Ping timeout: 255 seconds] 20140402 15:04:46-!- Ivanovic [~ivanovic@x2f4bbf0.dyn.telefonica.de] has joined #wesnoth-dev 20140402 15:08:28-!- Ivanovic_ [~ivanovic@x2f4ef6c.dyn.telefonica.de] has joined #wesnoth-dev 20140402 15:10:04< mattsc> AI0867: argh! I’m looking into upgrading boost for Xcode. It is all nice and easy so far except … 20140402 15:10:08-!- Ivanovic [~ivanovic@x2f4bbf0.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20140402 15:10:26-!- Ivanovic_ is now known as Ivanovic 20140402 15:10:33< mattsc> I need to build some of the libs myself and the latest release (1.55) doesn’t build with clang 3.4 :P 20140402 15:11:23-!- Octalot [~noct@27.74.208.46.dyn.plus.net] has quit [] 20140402 15:13:14< vultraz> building boost... *shudder* 20140402 15:13:56-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 15:13:58< mattsc> It’s easy, actually. Except when there’s a bug so that it doesn’t build with your compiler. 20140402 15:14:15< vultraz> speaking of which 20140402 15:14:24< vultraz> does wesnoth run when you build it with clang? 20140402 15:14:27< mattsc> … but I know which patches I (supposedly) need to apply, so that’s next 20140402 15:14:35-!- Ivanovic [~ivanovic@x2f4ef6c.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20140402 15:14:55< mattsc> vultraz: umm, yes. Xcode uses clang, for example. 20140402 15:16:04-!- Ivanovic [~ivanovic@x2f4a807.dyn.telefonica.de] has joined #wesnoth-dev 20140402 15:16:27< vultraz> huh. once (year or two) back I had issues where wesnoth would crash if built with clang but not if built with gcc 4.2 20140402 15:16:33< vultraz> (via XCode) 20140402 15:16:49< vultraz> Glad to see that's no longer an issue 20140402 15:18:37< mattsc> I forgot what the issues were back then, but yes, now I use the default compiler which is clang 20140402 15:20:17< vultraz> nice 20140402 15:20:23< vultraz> are you updating the other libs too? 20140402 15:21:07< mattsc> No, not at this time. Just updating boost so that compiling works again without a work-around on OS X. 20140402 15:21:28< mattsc> Also, crimson_penguin said that he might do it if only I bug him often enough. :) 20140402 15:22:08< vultraz> Oh right the workaround 20140402 15:23:05< mattsc> Oh, cool, applying the patches seems to have worked for compiling the boost libs. Of course, that doesn’t mean that things will actually work in Wesnoth :P 20140402 15:27:33< happygrue> wesbot: bug 13228 20140402 15:27:33< wesbot> Bug #13228 Assigned to: None Status: None Priority: 5 - Normal 20140402 15:27:33< wesbot> Summary: Checkbox to disallow/reduce frequency of 1v1 mirror matches 20140402 15:27:33< wesbot> Original submission: There is consensus on #wesnoth-mp and elsewhere that 1v1 20140402 15:27:36< wesbot> mirror matches (I.E. Elves vs Elves) are not as interesting as other matchups. 20140402 15:27:39< wesbot> URL: http://gna.org/bugs/?13228 20140402 15:27:49< happygrue> wesbot: bug 17462 20140402 15:27:49< wesbot> Bug #17462 Assigned to: None Status: None Priority: 5 - Normal 20140402 15:27:49< wesbot> Summary: Allow registered users to bypass banned IP ranges 20140402 15:27:49< wesbot> Original submission: Some legitimate users are being blocked by the ranged IP 20140402 15:27:52< wesbot> bans put in place to deal with some of the most troublesome individuals. The mu 20140402 15:27:55< wesbot> URL: http://gna.org/bugs/?17462 20140402 15:28:12< happygrue> does anyone who know anything about the code pertaining to those think they could go in easy coding? 20140402 15:33:55< iceiceice> happygrue: i think if you make a checkbox to stop mirrors, it should also work for games with more players, or the checkbox should disappear, otherwise it would be very confusing 20140402 15:34:26< happygrue> then in a 6 player game each side would get ONE of every race... 20140402 15:34:35< iceiceice> depends how you define it, that is one way 20140402 15:34:36< happygrue> or it becomes more complicated to tell what is a mirror I think? 20140402 15:34:47< iceiceice> it could be that each team gets at most one of each race 20140402 15:35:15< iceiceice> and no mirror otherwise? 20140402 15:35:16< iceiceice> idk 20140402 15:35:29< iceiceice> i mean this problem has been solved repeatedly using umc 20140402 15:35:40< iceiceice> with these "no mirror eras" 20140402 15:35:47< iceiceice> and trewe has made a modification 20140402 15:35:55< iceiceice> i think everyone implements it slightly differently 20140402 15:36:19< iceiceice> it could be done in engine as well i guess, maybe just do it again differently for more options? haha 20140402 15:36:38< happygrue> hehe 20140402 15:36:48< happygrue> well, the big problem is for 1v1 games 20140402 15:37:04< happygrue> I doubt many people are restarting 2v2 games on account of mirrors, but that happens in 1v1 games 20140402 15:37:08< happygrue> or they use the UMC 20140402 15:37:22< iceiceice> idk tekelili specifically requested that there be one for 2v2 before last tgt 20140402 15:37:23< happygrue> as you say, there are a number of solutions, and preferance plays a role. 20140402 15:37:27< happygrue> oh? 20140402 15:37:33< iceiceice> i think its thought to be a big disadvantage when your team has only one faction and the other has two 20140402 15:37:46< happygrue> yes, it's an issue 20140402 15:38:20< happygrue> but it's also a bit more confusing to know what a 2v2 mirror is 20140402 15:38:26< iceiceice> y its true 20140402 15:38:28< happygrue> the tooltip better be helpful ;) 20140402 15:39:08< happygrue> if there was one for 2v2 I would probably use it sometimes, so that would be nice 20140402 15:39:17< happygrue> but then does it make any sense at all for 3v3 or 4v4? 20140402 15:39:27< happygrue> what logic will work for all and remain sane? 20140402 15:39:50< iceiceice> so i took a stab at it in RBY no ally mirror era 20140402 15:39:57< iceiceice> but it isnt actually exactly what tek wanted 20140402 15:40:04< iceiceice> i wanted it to be sane for 3v3 etc. though 20140402 15:40:09< iceiceice> so what i do iirc is 20140402 15:40:19< iceiceice> for each team, 20140402 15:40:22< iceiceice> get all the guys on that team 20140402 15:40:27< iceiceice> and assign them using the regular no mirror code 20140402 15:40:32< iceiceice> so no ally's are mirrored 20140402 15:40:44< iceiceice> and thats pretty much all, hence "no ally mirror" 20140402 15:40:53< iceiceice> but i think what i acutally shoudl ahve done is 20140402 15:40:59< iceiceice> then look at the faction list for each team 20140402 15:41:03< iceiceice> and when you roll a team that repeats an earlier one 20140402 15:41:07< happygrue> you have written some of the RBY stuff? 20140402 15:41:08< iceiceice> reroll that team 20140402 15:41:16< iceiceice> y i'm the current maintainer 20140402 15:41:49< happygrue> I think including some of that funtionality in mainline would be great. That is often a first downloaded addon for a lot of folks on upgrading versions I suspect. Though maybe keeping it seperate has advantages too 20140402 15:42:05< happygrue> it is sometimes hard to find a game NOT using some RBY version 20140402 15:42:39< iceiceice> y it is used quite a bit 20140402 15:42:40< iceiceice> :) 20140402 15:42:59< iceiceice> i guess the original no mirror era has existed for years, 20140402 15:43:07< iceiceice> mainly i just refactored it 20140402 15:43:19< iceiceice> i think that in 1.13 will port it over to a modification and make it work with any era though 20140402 15:43:27< iceiceice> not sure 20140402 15:43:45< iceiceice> there is a behavior of the RBY version that i dont think the other versions have thoguh 20140402 15:44:00< iceiceice> which is, if you pick your faction in the mp_connect dialog, 20140402 15:44:05< iceiceice> then you wont be randomized 20140402 15:44:18< iceiceice> and the era will take your assignment as given and create no mirror around that 20140402 15:44:32< iceiceice> so if we did a 1 v 1 and you picked random and i picked undead, 20140402 15:44:36< iceiceice> you will get anything but undead 20140402 15:44:52< iceiceice> and it also extends similarly up to larger games... 20140402 15:45:28< iceiceice> i didnt try to make a "full" no mirror for large team games though like i was saying for this reason, i haven't actually figured out how to do that completely 20140402 15:45:54< iceiceice> like i guess that if you did one of the more complicated no mirror ideas, and some people picked faction in a pathological way, it could potentially get stuck? 20140402 15:45:59< iceiceice> and i'm not sure how to detect that right now 20140402 15:46:41< happygrue> hmmm 20140402 15:46:53< iceiceice> haven't thought about it that much though 20140402 15:47:33< happygrue> well, the original thought I had was, could a 1v1 button be an easy coding task, as the request is quite old and we probably need some new easy coding things after these GSoC folks cleaned us out ;) 20140402 15:47:33< iceiceice> so tek proposed on forums something very simple just for 2v2s 20140402 15:47:40< iceiceice> hehe i see 20140402 15:47:47< happygrue> I would gess that anything more complicated would be "no" to that question 20140402 15:48:02< iceiceice> yeah so i guess 1v1 is probably a good project 20140402 15:48:11< iceiceice> bonus points if someone implements tek's suggestion for 2v2s 20140402 15:48:25< iceiceice> i dont think we actually have an implementation of that, so it might be good if we are making a button that only works for small games 20140402 15:48:30< iceiceice> teks idea was like this i think: 20140402 15:48:41< iceiceice> in a team game (1 allied with 4, 2 with 3) 20140402 15:48:49< iceiceice> roll 1 and 4, if they collide then reroll 20140402 15:48:54< iceiceice> roll 2 and 3, if they collide reroll 20140402 15:49:07< iceiceice> if only 2 different factions overall are assigned, then reroll the whole process 20140402 15:49:27< happygrue> so... some tiny chance of going forever then? 20140402 15:49:30< happygrue> awesome :D 20140402 15:49:44< iceiceice> i mean i guess no difference with regular no mirror either :) 20140402 15:49:44< happygrue> but more seriously, something like that would be good. 20140402 15:51:13< iceiceice> y it sounds like a good idea 20140402 15:53:35< happygrue> okay, can't get to it just now but I'll throw it up there later 20140402 15:53:51< happygrue> "there" being the easy coding section 20140402 15:54:32< iceiceice> oh you know what else would be a good easy coding project 20140402 15:54:38< iceiceice> someone should make a :pause command 20140402 15:54:48< iceiceice> i think its very feasible using the blindfold now 20140402 15:55:24< iceiceice> not compeltely sure but i would guess it could be done depending how the timer mechanism works 20140402 15:56:22< happygrue> I want to add FR for a new type of timer as well: a button appears after X minutes allowing the other player to time the person out 20140402 15:56:39< happygrue> so that it's not fixed 4 min and over, but if they go afk... can say something and let the other player judge 20140402 15:56:44-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140402 15:57:12< iceiceice> i see 20140402 15:57:28< happygrue> but a pause button is also a good idea 20140402 15:57:48< iceiceice> i think rigor requested it somewhere 20140402 15:57:53< iceiceice> dont have a number for the request though 20140402 16:05:19-!- demiurgos [51258a4a@gateway/web/freenode/ip.81.37.138.74] has joined #wesnoth-dev 20140402 16:07:36< zookeeper> IIRC the replay buttons used to have tooltips, but at least with 1.11.12 they don't show up 20140402 16:08:38< iceiceice> oh another possibly easy coding task: 20140402 16:08:50< iceiceice> make a button for the replay controller which lets you play just one unit forward at a time 20140402 16:08:55< iceiceice> instead of playing the whole side 20140402 16:09:19< iceiceice> thats something that has been requested 20140402 16:10:37< iceiceice> i guess you need to think about the logic since there are [command] tags in replays that dont correspond to visible actions, but if the button just plays until a move, attack, or end turn then its probably fine i guess 20140402 16:12:13-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has joined #wesnoth-dev 20140402 16:14:29< mattsc> zookeeper: yes, I have mentioned that before and was told that it is being worked on. I forgot by whom though, fabi probably. 20140402 16:14:45< zookeeper> right 20140402 16:15:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140402 16:21:30-!- demiurgos [51258a4a@gateway/web/freenode/ip.81.37.138.74] has quit [Quit: Page closed] 20140402 16:27:19< crimson_penguin> mattsc: how goes the boost compiling? 20140402 16:28:03< gfgtdf> iceiceice: please dont touch replay.cpp now :) 20140402 16:28:09< AI0867> iceiceice: how is #133 coming along? Do we need to have a discussion and design a flowchart or matrix or something? 20140402 16:28:40< AI0867> in case you do, I won't be here for the next 12-18 hours 20140402 16:28:52< AI0867> if you don't need me, I still won't be here ;) 20140402 16:29:08< iceiceice> ok 20140402 16:29:26< mattsc> crimson_penguin: well, good for the most part and the compiler error from AI0867’s change is gone. However, the linking fails so far because I haven’t quite figured out how to compile for i386 architecture yet. Next attempt is currently compiling though. 20140402 16:30:08< iceiceice> i'll think about it and write something, but maybe not in the next 12-18 anyways 20140402 16:30:18< AI0867> mattsc: looks like you're on the right path 20140402 16:30:19< iceiceice> probly will make a new pullrequest i think 20140402 16:30:21< crimson_penguin> mattsc: cool, what are you trying to change the arch? 20140402 16:30:46< crimson_penguin> and you're using bjam, right? 20140402 16:31:04< mattsc> crimson_penguin: because all the other libs are compiled for i386 as well, so I can only use that architecture for Wesnoth with Xcode. 20140402 16:31:10< iceiceice> gfgtdf: too late :/ i had to touch replay.cpp like two weeks ago 20140402 16:31:27< iceiceice> i am still waiting on soliton to review #123 20140402 16:31:36< mattsc> Well, I’ve tried both b2 and bjam, so far haven’t found the right options that work yet. 20140402 16:31:51< crimson_penguin> mattsc: I know, I'm wondering how you're trying to compile for i386 20140402 16:32:26< mattsc> crimson_penguin: oh, sorry. Currently I am following this: http://stackoverflow.com/questions/18888327/using-boost-on-xcode-5-apple-llvm-5-0 20140402 16:32:35< mattsc> … after everything I tried myself has not worked 20140402 16:33:34< crimson_penguin> looks good 20140402 16:34:42< mattsc> Unfortunately, I forgot to preselt only the libraries I need, so it’s taking forever. But it’s mostly done (I think), so I don’t want to stop it. 20140402 16:34:48-!- sachith500 [~kvirc@112.135.155.161] has joined #wesnoth-dev 20140402 16:34:49< mattsc> *preselect 20140402 16:45:59< mattsc> crimson_penguin: uh, except that that only built the static libraries and I need the dynamic ones. So, another round. :P 20140402 16:46:35< crimson_penguin> ah, that sucks 20140402 16:50:06< _8680_> mattsc: Can you install Boost from MacPorts? (Or was that already brought up and I’m being redundant?) 20140402 16:51:45< mattsc> _8680_: I might be, and no, it has not been brought up and so far I have not tried it. The information I had is that compiling and installing from the archive is very simple. Which has been true, except for that i386 detail. 20140402 16:54:09< mattsc> (and I don’t think that that one is difficult either, I just don’t know what I am doing) 20140402 16:57:55-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140402 17:00:35-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140402 17:01:12-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140402 17:23:37-!- Ivanovic [~ivanovic@x2f4a807.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20140402 17:24:20< mattsc> crimson_penguin: nope, this still gives me this type of error “file was built for x86_64 which is not the architecture being linked (i386): lib/libboost_iostreamsw.dylib” 20140402 17:24:44< mattsc> just as with all my other attempts. So I am trying the macports approach now. 20140402 17:24:56-!- Ivanovic [~ivanovic@x2f3c37b.dyn.telefonica.de] has joined #wesnoth-dev 20140402 17:25:35-!- incredible [~incredibl@14.139.122.114] has joined #wesnoth-dev 20140402 17:29:47-!- noy_ [~Noy@184.69.143.198] has joined #wesnoth-dev 20140402 17:29:49-!- incredible [~incredibl@14.139.122.114] has quit [Client Quit] 20140402 17:29:54-!- noy_ [~Noy@184.69.143.198] has quit [Changing host] 20140402 17:29:54-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 17:30:06-!- bagzie [~bag@85-76-67-240-nat.elisa-mobile.fi] has joined #wesnoth-dev 20140402 17:32:22-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140402 17:34:22< crimson_penguin> mattsc: hmm, so it's linking for i386, but compiling x86_64 then 20140402 17:36:04< mattsc> crimson_penguin: must be something like that. The macports build is currently running, so I’ll be able to tell you in another half hour or so whether that worked … 20140402 17:38:23-!- Netsplit *.net <-> *.split quits: stikonas, noy 20140402 17:38:23-!- noy_ is now known as noy 20140402 17:39:55-!- Ivanovic_ [~ivanovic@x2f51b9f.dyn.telefonica.de] has joined #wesnoth-dev 20140402 17:40:49-!- Ivanovic [~ivanovic@x2f3c37b.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20140402 17:40:54< crimson_penguin> mattsc: so you want boost 1.55, right? 20140402 17:41:48-!- Ivanovic_ is now known as Ivanovic 20140402 17:45:03< mattsc> crimson_penguin: well, AI0867 says it works with 1.49 on Debian, so that would be okay too. I just figured I try the latest version first. 20140402 17:45:09-!- Ivanovic_ [~ivanovic@x2f4459e.dyn.telefonica.de] has joined #wesnoth-dev 20140402 17:45:40< mattsc> It’s really not a lot of work so far, just a lot of waiting while the computer does its thing. 20140402 17:46:31< vultraz> *spongebob-style time lapse message* 20140402 17:46:32-!- Ivanovic [~ivanovic@x2f51b9f.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20140402 17:47:03-!- Ivanovic_ is now known as Ivanovic 20140402 17:48:59< mattsc> crimson_penguin: what I’d _really_ like is to upgrade all of the Xcode “Wesnoth compile stuff” to x86_64, but I don’t have time to deal with that at the moment. 20140402 17:49:16< crimson_penguin> right 20140402 17:49:54-!- Kexoth [~kex@89.205.75.19] has quit [Read error: Connection reset by peer] 20140402 17:50:18-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140402 17:51:45-!- Kexoth [~kex@89.205.75.19] has quit [Read error: Connection reset by peer] 20140402 17:52:04-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140402 17:53:12-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 17:54:38-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has quit [Ping timeout: 240 seconds] 20140402 17:54:48-!- noy [~Noy@184.69.143.198] has joined #wesnoth-dev 20140402 17:54:49-!- noy [~Noy@184.69.143.198] has quit [Changing host] 20140402 17:54:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 17:56:15-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 17:57:19-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 17:59:45-!- sachith500 [~kvirc@112.135.155.161] has quit [Read error: Connection reset by peer] 20140402 18:04:59-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20140402 18:05:15< mordante> servus 20140402 18:05:25< mordante> Dugi, you wanted to ask me something? 20140402 18:06:16< Dugi> mordante: Yes. First, how do I change the proposition on google-melange? Ivanovic suggested me that, but I haven't found any button to do that. 20140402 18:06:53< mordante> Dugi, you can also update the wiki, makes it easier to see what has changed 20140402 18:07:08< Dugi> I have updated the wiki. 20140402 18:07:21< Dugi> mordante: Is that enough? 20140402 18:07:25-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 18:07:26< mordante> then just leave a message in melange you did 20140402 18:07:40< mordante> preferably with a short description 20140402 18:08:58< Dugi> mordante: The last message of mine, just before his message, was that I added an updated proposition to the wiki. 20140402 18:10:40< mordante> AI0867, you know one software engineer can do everything. You get exactly what you asked for and some extra 'features' 20140402 18:10:51< mordante> Dugi, ok 20140402 18:11:23-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 18:11:54< Dugi> mordante: You were the first to react to the proposition, so I assume that you've something to do with the GSoC projects. Can you please look at my proposition on the wiki and tell about things you find wrong or insufficient? 20140402 18:12:45-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140402 18:13:32< mordante> Dugi, everybody who has access to melange does, will look after finishing the logs 20140402 18:13:45-!- justinzane [~justinzan@12.172.184.180] has quit [] 20140402 18:13:57< Dugi> mordante: What do you mean by 'finishing the logs'? 20140402 18:19:30-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140402 18:21:18< mordante> wesbot, seen fabi 20140402 18:21:18< wesbot> mordante: The person with the nick fabi last spoke 11d 22h ago. 5d 21h ago was here and on the channels #wesnoth, #wesnoth-de and #wesnoth-umc-dev with the message: Client Quit 20140402 18:21:25< mordante> wesbot, seen timotei 20140402 18:21:25< wesbot> mordante: Person, who was using the nick timotei 11d 3h ago, last spoke 1d ago. is now known as timotei_ in this channel. 20140402 18:21:26-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 18:21:34-!- ancestral [~ancestral@75-161-229-57.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20140402 18:21:41< shadowm> Dugi: I'm not sure if you realize that writing those overly detailed reports for obvious spammers in the forums is pointless... 20140402 18:22:28< Dugi> shadowm: It wasn't clear at first sight that that one was a spammer. 20140402 18:22:43< shadowm> Because obvious spammer is obvious, and I usually won't waste time closing reports, which means they get deleted forever. 20140402 18:24:00< mordante> Dugi, where is _our_ campaign wizard idea listed :-/ 20140402 18:25:02< Dugi> mordante: I checked GSoC projects and I found this: http://wiki.wesnoth.org/GoblinThing_Wizard 20140402 18:25:26< mordante> Dugi, that's a student's proposal 20140402 18:25:41< mordante> Dugi, did you already submit patches? 20140402 18:25:46< Dugi> mordante: My bad. 20140402 18:26:08< Dugi> mordante: I have submitted a pull request with quite a significant change, but it was not merged yet. 20140402 18:27:07< shadowm> Dugi: Have you asked mordante to review the GUI2 widget change involved in it yet? 20140402 18:27:46< Dugi> shadowm: This is the first time I am talking to him since then. 20140402 18:28:00< Dugi> mordante: There is a GUI2 related patch that you might want to see. 20140402 18:28:19< mordante> Dugi, as said before leave messages in the logs, so I can read them when you're not around 20140402 18:28:30< shadowm> Okay, but since you didn't mention it above I thought I'd drop you a reminder. 20140402 18:28:32< mordante> do you have a link to the patch? 20140402 18:28:43< Dugi> mordante: Looking for it. 20140402 18:28:46< mordante> yeah thanks shadowm 20140402 18:29:06< mordante> regarding your proposal 20140402 18:29:35< mordante> - since it's a custom proposal I want to know what we can expect to have at the end of the summer, simple deliverables 20140402 18:30:06< mordante> - it needs a lot more details, for example »1. Creating a data structure similar to config, but allowing also some macro usage that is necessary for campaigns. « 20140402 18:30:10< Dugi> mordante: Here is the patch: https://github.com/wesnoth/wesnoth/pull/134 20140402 18:30:17< timotei_> hi mordante :) 20140402 18:30:24< mordante> * Why is a new data structure required? 20140402 18:30:38< mordante> * What is it supposed to do? 20140402 18:30:40< shadowm> zookeeper: may be related to our packaging deficiencies affecting Pango and Cairo on Windows. I'd ask you to try reverting a patch of mine to see if it helps, but I think you never build on Windows? 20140402 18:30:43< mordante> hi timotei_ 20140402 18:30:49< mordante> thanks Dugi 20140402 18:31:00< zookeeper> shadowm, yeah, i don't 20140402 18:31:17< shadowm> OTOH I guess it's not too hard for me to go and edit the test scenario to include ä's. 20140402 18:31:26< mordante> timotei_, what can the Eclipse plugin do exactly? 20140402 18:31:43< zookeeper> shadowm, that, or just switch to the finnish translation :P 20140402 18:31:45< mordante> timotei_, I wonder how much overlap this idea http://wiki.wesnoth.org/Dugi%27s_Campaign_Wizard has with the plugin 20140402 18:31:50< Dugi> mordante: I thought it was obvious, macros and preprocession symbols (that aren't a part of WML when parsed int config variables) are necessary for campaigns. 20140402 18:32:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 18:32:32< mordante> Dugi, to be honest, also from reading some of your forum post, you too often expect people to understand exactly what you mean 20140402 18:32:42-!- cib0 [~cib@p5DD20903.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140402 18:32:51< mordante> Dugi, you need to use more explanation 20140402 18:33:30< mordante> also for this proposal I like to see technical details 20140402 18:34:24< mordante> in general it all feels rather vague and a bit fluffy 20140402 18:34:49< mordante> (sorry if it sounds harsh, but just look at some of the other proposals to see the amount of detail) 20140402 18:35:07< Dugi> mordante: I will add more details, no problem. 20140402 18:35:41< Dugi> mordante: It will just take me some time. 20140402 18:36:33< mordante> that's fine, next Monday Google expects some feedback from us, so make sure it has been added well in time before that 20140402 18:37:24-!- vorobeez [558e940c@gateway/web/freenode/ip.85.142.148.12] has joined #wesnoth-dev 20140402 18:37:54-!- justinzane [~justinzan@12.172.184.180] has joined #wesnoth-dev 20140402 18:37:55-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 18:38:11< mattsc> crimson_penguin, AI0867, _8680_ : woot, it’s working now. 20140402 18:38:27< crimson_penguin> sweet 20140402 18:38:31< crimson_penguin> with MacPorts? 20140402 18:38:34< crimson_penguin> is it i386? 20140402 18:38:37< mattsc> yes 20140402 18:38:46< mordante> Dugi, https://github.com/Dugy/wesnoth/commit/2e2fb9f7b37d203fdf8ffadb47cc3fd2d113e8a1 why use this->foo ? 20140402 18:38:47-!- Ivanovic [~ivanovic@x2f4459e.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20140402 18:39:13-!- Ivanovic [~ivanovic@x2f4aea6.dyn.telefonica.de] has joined #wesnoth-dev 20140402 18:39:23< mattsc> crimson_penguin: it occurred to me that maybe I did not clean everything from a previous compilation during my other attempts. I thought I had, but who knows. So they might have worked if I had started from scratch. 20140402 18:39:26< mordante> nevermind I see the original code also has that way of calling functions 20140402 18:39:41< Dugi> mordante: Yeah, that's why. No idea why was it using that. 20140402 18:39:50< mordante> (not that makes it less ugly) 20140402 18:40:04< crimson_penguin> mattsc: maybe, but it should be smart enough... maybe 20140402 18:40:07< shadowm> _8680_: My condolences. 20140402 18:40:08< mordante> it is seldom needed 20140402 18:41:01< mattsc> crimson_penguin: I agree that it _should_ … 20140402 18:41:48< mattsc> crimson_penguin: sometime later today I’ll also create a wesnoth_compile_mac_1.13.zip archive. I think I have the permissions needed to upload that next to the existing 1.9 archive. 20140402 18:42:11< mordante> Dugi, when adding new files please use the proper copyright dates and names 20140402 18:42:34< shadowm> I use this->foo on occasion myself, I find that it makes it clearer that I'm calling a method of the current type and not a function (with so many names to remember already...). 20140402 18:42:50< Dugi> mordante: My bad, my IDE hides that by default and I don't see it usually. 20140402 18:43:36< mordante> https://github.com/Dugy/wesnoth/commit/65cda0bfed6b593378a9471f997819b63682cf05 the REGISTER_DIALOG is at a weird place 20140402 18:47:10< Dugi> mordante: How weird? Where should it be? 20140402 18:47:28< mordante> Dugi, did you look at the patch? 20140402 18:48:06< Dugi> mordante: I have. 20140402 18:48:09< mordante> Dugi, to be honest I think the modifications to the slider are unwanted and ugly, why not have a value range of [0­…100] 20140402 18:49:07< Dugi> mordante: The modifications are completely optional, no? Things are rarely rated in points out of 100, usually in points out of 10 or 5. 20140402 18:49:20< mordante> Dugi, having the registration code between two functions is intentional? 20140402 18:49:27-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has joined #wesnoth-dev 20140402 18:50:02< Dugi> mordante: Ah, I was looking at the wrong file in the commit. Now I see what is the problem. 20140402 18:50:37< Dugi> mordante: I thought that it might be useful to separate utility functions from functions that actually work with the GUI. 20140402 18:53:30< mordante> the slider is intended to show integers and the value returned is an integer, so I consider the changes an ugly not elegant 20140402 18:53:54-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140402 18:54:54< Dugi> mordante: I found it quite necessary to use a slider with possible decimals. I was thinking about a text box to insert the rating, but people on the forums didn't like it, and mostly suggested the slider. 20140402 18:55:18< Dugi> mordante: Using slider there wasn't my idea, I think that vultraz came up with it. 20140402 18:55:57< mordante> I don't object against a slider, I object against changing the /integer/ slider to display /non-integral/ values 20140402 18:56:39< mordante> the setters and getters still use integers but it's displayed differently, rather confusing from a coding point of view 20140402 18:57:54< mordante> lipkab I had a quick look at your patch just wondering, but if you create a streaming texture do we also need to have a copy of the surface? 20140402 18:58:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 18:58:18< Dugi> mordante: I needed a slider that has decimal numbers, and I didn't want to make too many changes to your code. Maybe I could create something with inheritance? 20140402 18:59:06< mordante> lipkab I know I pasted your sentence about it, but that was mainly for the fact that we sometimes need to modify a surface afterwards 20140402 18:59:42< mordante> Dugi, it would be better to create a separate slider class that can display doubles/fixed point floats 20140402 19:00:26< Dugi> mordante: I haven't noticed any two classes that did similar things, so I didn't consider it a recommended way. 20140402 19:00:58< mordante> that's because before we didn't need floating point values 20140402 19:01:19< Dugi> mordante: May I use inheritance? The changes aren't numerous enough to need an entirely new object, but it would need to make some functions virtual. 20140402 19:01:26-!- vorobeez [558e940c@gateway/web/freenode/ip.85.142.148.12] has quit [Quit: Page closed] 20140402 19:02:20< shadowm> The integer slider doesn't really advertise its integerness in its interface besides the parameters passed to methods, does it? 20140402 19:02:22< mordante> of course it's allowed to use inheritance 20140402 19:03:05< shadowm> Hm, although it inherits from a type named tinteger_selector_, okay. 20140402 19:03:16< mordante> shadowm, it inherits from tinteger_selector_ so really sounds integer to me 20140402 19:03:32< shadowm> But it's tslider, not tinteger_slider. 20140402 19:03:59< mordante> Dugi, if would be possible to make a generic tslider_ class inheriting from tscroll_bar_ and then let tslider and your new class inherit from these 20140402 19:04:05< shadowm> For things like the random map generator configuration dialog we could also use a tstring_slider or tenum_slider. 20140402 19:04:25< mordante> the slider can already be used for enums 20140402 19:04:41< shadowm> Yes, but how do I attach names to the values? 20140402 19:04:42< Dugi> mordante: That sounds like a good diea. 20140402 19:04:44< mordante> you can assign strings to the values 20140402 19:04:58< shadowm> Eh. 20140402 19:05:13< shadowm> Ohhh. 20140402 19:05:25< shadowm> I didn't see the set_value_labels() method before. ¬_¬ 20140402 19:05:33< Dugi> mordante: Maybe I could just make an enum slider with an enormous enum. Maybe with steps by 0.2 instead of 0.1, 0.1 might be a too small step. 20140402 19:05:44< Dugi> mordante: Would be definitely easier, but ugly. 20140402 19:05:51< mordante> very very ugly 20140402 19:05:57< shadowm> So I always had the ability to convert the random map generator configuration dialog. Goddammit. 20140402 19:06:40< shadowm> "map generation error". 20140402 19:06:40< mordante> I'm off bye 20140402 19:06:50< shadowm> I'm going to eat whoever wrote that string. 20140402 19:07:02-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20140402 19:08:04< shadowm> ... YogiHH. Well, that's a pity. 20140402 19:08:29< shadowm> He's not around anymore, so I guess I'll have to choose somebody else for dinner. 20140402 19:11:38< Dugi> mordante: I have finished changing the wiki page, writing most details into the timeline. A pity that you've left a minute before I finished that. 20140402 19:14:51< gfgtdf> what teh problem with map generation error ? 20140402 19:14:56< gfgtdf> whats* 20140402 19:15:12< shadowm> gfgtdf: It's a dialog caption, and it's all lowercase. 20140402 19:15:15< mattsc> crimson_penguin: or not … I did a full clean and build and while wesnothd compiled fine, Wesnoth produced a linker error at the very end, mumbling something about undefined symbols in boost. 20140402 19:15:33< shadowm> Dialog Captions Are Supposed to Be in Title Case Like This Sentence. 20140402 19:15:46< crimson_penguin> hmm 20140402 19:16:06-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 19:16:07< mattsc> Looking around the web a little, this seems to be a general issue with the latest boost/clang/OS X version. So I’m working on some of the suggestions I have found. 20140402 19:16:07< crimson_penguin> mattsc: what makes you so sure you compiled for i386? 20140402 19:16:20< crimson_penguin> ah 20140402 19:16:34< mattsc> crimson_penguin: mostly because Xcode does not complain about it any more. 20140402 19:16:52< gfgtdf> shadowm: is that realy that bad ? 20140402 19:17:17< shadowm> gfgtdf: Yes. 20140402 19:17:51< shadowm> gfgtdf: Ever heard of clean user interface design? It mandates consistency for elements like that which are used everywhere with identical functionality. 20140402 19:17:52< crimson_penguin> mattsc: probably fine then, but just FYI you can check that on the command line either either `file whatever.dylib` or `lipo -info whatever.dylib` 20140402 19:18:13< gfgtdf> shadowm: hm sure but it seems very easy to fix. 20140402 19:18:32< shadowm> Sure it's easy to fix, I never argued otherwise. 20140402 19:18:50< shadowm> It's a rather inconvenient chore for 1.12.x, though. 20140402 19:19:10< mattsc> crimson_penguin: right… : libboost_program_optionsw.dylib: Mach-O dynamically linked shared library i386 20140402 19:19:26< crimson_penguin> cool 20140402 19:19:35< mattsc> That’s the one causing trouble, and in particular to_internal in it. 20140402 19:19:53< shadowm> It's just amazing that somebody would make it all lowercase. 20140402 19:20:18< shadowm> Normally people commit the mistake of using Sentence case for captions, not failing to capitalize even the first word. 20140402 19:20:48 * shadowm blames German's weird capitalization rules. 20140402 19:20:55< mattsc> crimson_penguin: anyways, I’m on it again, or rather my computer is. Each time it takes 30+ minutes to compile, so it’s slow progress. But at least I can do other things while that’s going on. 20140402 19:21:32< crimson_penguin> Fun 20140402 19:21:39< mattsc> indeed 20140402 19:21:41< shadowm> I'm guilty of inadvertently using incompatible Spanish punctuation rules in English, anyway. 20140402 19:22:43< shadowm> Although since most people don't seem to fully understand that aspect, it's arguably more innocuous than failing to capitalize the word at the beginning of a sentence. 20140402 19:23:12-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 19:23:24< shadowm> (Note that over half of this rant is completely non-serious. Bear with me, I'm ill and feeling light-headed.) 20140402 19:25:58-!- Ivanovic [~ivanovic@x2f4aea6.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20140402 19:25:58-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Read error: Connection reset by peer] 20140402 19:26:43-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140402 19:30:26-!- Ivanovic [~ivanovic@x2f50bb3.dyn.telefonica.de] has joined #wesnoth-dev 20140402 19:32:33-!- Kexoth [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140402 19:33:09-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140402 19:34:32-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140402 19:34:33< timotei_> mordante: well, that idea looks like it's something in-game as far as I understand it. 20140402 19:35:27< timotei_> mordante: The eclipse plugin has some basic campaign/era/scenario/ wizards. But they are not that advanced 20140402 19:37:38-!- Kexoth [~kex@89.205.75.19] has quit [Ping timeout: 240 seconds] 20140402 19:39:31< iceiceice> shadowm: wait so Are is capitalized in title case, but to, and in are not? 20140402 19:40:55< iceiceice> i thoguht it was supposed to be similar to "which words contribute to an acronym" 20140402 19:41:21< shadowm> Title Case rules vary depending on whom you ask, but the lowest common denominator seems to be adjectives, nouns, and verbs. 'To' and 'in' are neither of these. 20140402 19:41:31< shadowm> *who 20140402 19:41:37< iceiceice> i see 20140402 19:41:48< iceiceice> well as long as we are consistent 20140402 19:42:09-!- Ivanovic_ [~ivanovic@x2f47f8e.dyn.telefonica.de] has joined #wesnoth-dev 20140402 19:42:55-!- Ivanovic [~ivanovic@x2f50bb3.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20140402 19:42:56< shadowm> The best approach with dialog captions for completely different reasons is to keep the word count small. Conciseness and brevity above all. 20140402 19:43:40< shadowm> Especially so to avoid tempting translators to choose captions that could wind up taking up more than a single line depending on the dialog's configuration and screen resolution. 20140402 19:44:02-!- Ivanovic_ is now known as Ivanovic 20140402 19:45:08-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 240 seconds] 20140402 19:45:16< shadowm> Most dialogs have a message label immediately following the caption if you need to provide the user with more instructions. 20140402 19:46:10-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20140402 19:50:11-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140402 19:52:34< lipkab> mordante: Yes we do, see the remarks section here: https://wiki.libsdl.org/SDL_LockTexture 20140402 19:53:01< lipkab> Essentially, there's no reliable way to read texture data. 20140402 19:53:02-!- nathan___ [~nathan@129.59.115.25] has joined #wesnoth-dev 20140402 19:53:45< lipkab> https://bugzilla.libsdl.org/show_bug.cgi?id=1586 suggests, that it's possible with D3D as a backend, but I assume that's not an option for Wesnoth ;) 20140402 19:56:52< nathan___> :q 20140402 19:57:00-!- nathan___ [~nathan@129.59.115.25] has quit [Client Quit] 20140402 19:57:22< shadowm> SDL 1.2 uses DirectDraw on Windows by default, doesn't it? 20140402 19:57:47-!- RiftWalker [~nathan@129.59.115.25] has joined #wesnoth-dev 20140402 19:58:26< shadowm> That's not something people are normally supposed to choose. 20140402 20:00:10< mattsc> crimson_penguin: so I confirmed (by starting from scratch), that boost definitely builds x86_64 dylibs, even if the compiler flag is set to -arch i386 20140402 20:03:44< RiftWalker> ls 20140402 20:04:32< crimson_penguin> mattsc: it must not pass those cxxflags in then, which I think I found before too 20140402 20:04:43< RiftWalker> thunderstruck: I'm going to try to get some code in by the end of the day (UTC-6). Will that be too late? 20140402 20:04:53< crimson_penguin> I think what I ended up doing was modifying the config file, rather than passing it on the command line 20140402 20:05:49< mattsc> crimson_penguin: the bjam config file? Well, I just added a user bjam config file, so maybe that will help 20140402 20:06:24< crimson_penguin> it was a while ago, but it was in one of the toolchain things or something; there were a whole lot of config files, but I just had to find the right one 20140402 20:06:32< mattsc> It does say at the beginning when it goes through the config steps that it’s for 32-bit, but somehow it does not seem to propagate all the way through 20140402 20:07:09< mattsc> Btw, I also switched to version 1.54, because 1.55 seems to have some additional issues as well 20140402 20:09:03< thunderstruck> RiftWalker: No, I don't think so. 20140402 20:09:09< thunderstruck> Ivanovic: ^ 20140402 20:09:23< gfgtdf> EliDupree: online ? 20140402 20:09:56< EliDupree> a bit 20140402 20:11:57-!- markus_ [~mjs-de@f049100161.adsl.alicedsl.de] has joined #wesnoth-dev 20140402 20:12:19< gfgtdf> EliDupree: do you think it woud be better to make all lua_function = unsynced ? i mean if for example the [skrimisher] filter is checked during the mode to test wether the unit should move on, should that be synced then or not? 20140402 20:12:44< EliDupree> probably not synced. 20140402 20:14:48< gfgtdf> EliDupree: but unsycned could result filter beeing active on one side an inactive on the other side, and cause OOS. 20140402 20:14:52< gfgtdf> and* 20140402 20:15:09< EliDupree> hmm 20140402 20:15:31-!- mjs-de [~mjs-de@f049115255.adsl.alicedsl.de] has quit [Ping timeout: 264 seconds] 20140402 20:15:31< EliDupree> synced then? 20140402 20:16:30< gfgtdf> EliDupree: hm i think that'd be harder to imlement 20140402 20:20:30-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140402 20:20:54-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140402 20:21:31< mattsc> crimson_penguin: one step forward … If I want the dylibs to be i386, I also need to provided linkflags, not just cflags. Duh(ish). 20140402 20:21:40< mattsc> Sorry for the constant bugging. :| 20140402 20:22:16< crimson_penguin> that makes sense, but from what you said it was the linking that was i386, but the compiling was x86_64 20140402 20:23:22< mattsc> crimson_penguin: I don’t remember what I said; and even less whether it was true, even if I said it. :P 20140402 20:23:30< crimson_penguin> hah 20140402 20:23:57< crimson_penguin> “file was built for x86_64 which is not the architecture being linked (i386): lib/libboost_iostreamsw.dylib” 20140402 20:25:32< lipkab> gfgtdf: Sorry that I quit the minimap discussion. 20140402 20:26:09< lipkab> So, to recap: scale_surface_sharp is very slow and makes the game unplayable on large maps. 20140402 20:26:20< gfgtdf> lipkab: yes at least on my pc 20140402 20:26:36< lipkab> Well, scale_surface_sharp is a horrible, misshapen gnome. 20140402 20:27:16< gfgtdf> you could reproduce it ? 20140402 20:27:37< lipkab> It's an NN-based scaling algorithm with an attempt to utilize some smoothing. 20140402 20:28:09-!- irker854 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140402 20:28:10< gfgtdf> lipkab: what does NN based mean ? 20140402 20:28:35< lipkab> Actually, it's not much better than a simple nearest pixel sampling algorithm, but includes a lot of floating point calculations. 20140402 20:28:43< lipkab> gfgtdf: Nearest Neighbour. 20140402 20:29:14< mattsc> crimson_penguin: well, Xcode said that, not I. ;) 20140402 20:29:38< gfgtdf> lipkab: and how does scale_surface work ? 20140402 20:29:42< crimson_penguin> well, you said it to me, but it was quoted from Xcode 20140402 20:29:54< lipkab> So my proposed solution is to replace scale_surface_sharp with a proper NN implementation. 20140402 20:29:55< crimson_penguin> mattsc: but that's an important distinction - Xcode said that, no bjam? 20140402 20:30:09< lipkab> gfgtdf: scale_surface uses bilinear interpolation. 20140402 20:30:28< mattsc> right - sorry, I thought I had said that. My bad. 20140402 20:31:03< mattsc> That’s why your reply didn’t really make sense to me, but I just attributed it to me being confused. 20140402 20:31:09< lipkab> In theory BI is slower than NN, in this case it's vica versa because of the horrific amount of floating point operations in the particular implementation of NN. 20140402 20:31:30< gfgtdf> lipkab: NN implementation just means just picking one pixel when scaling down ? do no floating point operatios at all ? 20140402 20:31:38< gfgtdf> s/do/so 20140402 20:32:03< lipkab> gfgtdf: Yes. 20140402 20:33:17< gfgtdf> lipkab: sounds good, but see how the imag looks like 20140402 20:33:18< iceiceice> thunderstruck: did you ever see this bug? 20140402 20:33:21< iceiceice> https://gna.org/bugs/?20562 20140402 20:33:31< gfgtdf> is implementign hard ? 20140402 20:33:35< gfgtdf> implementing * 20140402 20:34:06< lipkab> gfgtdf: No. 20140402 20:34:15< thunderstruck> iceiceice: No, is it actually true? 20140402 20:34:22< iceiceice> i have no idea 20140402 20:34:26< iceiceice> i assume that it isn't? 20140402 20:34:36< thunderstruck> iceiceice: maybe in some special case? 20140402 20:34:42< iceiceice> we should probably check that things are working and close it i guess? 20140402 20:34:49< iceiceice> its from a long time ago, i guess we could also write need info 20140402 20:35:07< thunderstruck> iceiceice: possibly. I'm thinking to go this weekend over some of the bugs related to my work. 20140402 20:35:26< iceiceice> ok 20140402 20:35:39< gfgtdf> lipkab: then let's try that :), will you do that ? 20140402 20:36:13< lipkab> gfgtdf: Yeah, I can do it, but not right now. 20140402 20:36:17< gfgtdf> ok 20140402 20:37:08-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140402 20:37:24< gfgtdf> lipkab: do you want to use that for both scale_surface_sharp in get_minimpa or only of teh second one ? 20140402 20:38:24< lipkab> gfgtdf: I intend to rewrite scale_surface_sharp, so all invocations of that function will run the new algorithm. 20140402 20:38:57-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Quit: Leaving] 20140402 20:39:15< gfgtdf> does a NN implementtion work properly when scaling from small to big ? 20140402 20:41:45< lipkab> gfgtdf: Good question. We'll see. 20140402 20:42:52< lipkab> Well, actually... we probably won't see as I don't think scale_surface sharp is used for scaling things up. 20140402 20:43:16-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20140402 20:44:12< gfgtdf> less problem then :) 20140402 20:44:55-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20140402 20:52:19-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 252 seconds] 20140402 20:52:48-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140402 20:56:29< gfgtdf> shadowm: should i write anything to "merge pr" commit message or can i assume that the reader is can read the pr descrition. 20140402 20:57:11-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20140402 20:58:51-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140402 21:06:47-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140402 21:15:28< mattsc> crimson_penguin: is there any reason why I might have to use -c++0x instead of -c++11 for the compiler option when compiling the boost dylibs for Wesnoth? 20140402 21:16:31< mattsc> If have now followed all instructions I could find that seem relevant, and again everything works up to the very last linking step (in Xcdoe, for Wesnoth). Same as before with the macports build. 20140402 21:17:33< mattsc> changing that flag seems the last thing that _might_ be relevant, but we’re talking almost an hour total of compiling (between boost and Wesnoth), so I’m kind of tired of that. 20140402 21:18:45-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140402 21:22:57-!- cib0 [~cib@p5DD20903.dip0.t-ipconnect.de] has quit [Ping timeout: 268 seconds] 20140402 21:25:05< mattsc> What I am reading over and over again is that I need to use ‘-stdlib=libc++’ (to build boost) in order to avoid the problem. Which I am. So I’m out of ideas. I think I’ll stop here… 20140402 21:26:52-!- markus_ [~mjs-de@f049100161.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140402 21:30:09-!- gfgtdf_ [~chatzilla@f054062163.adsl.alicedsl.de] has joined #wesnoth-dev 20140402 21:32:01-!- gfgtdf [~chatzilla@f054128003.adsl.alicedsl.de] has quit [Ping timeout: 240 seconds] 20140402 21:32:04-!- gfgtdf_ is now known as gfgtdf 20140402 21:41:50-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20140402 21:43:23-!- iwaim [~iwaim@2001:2c0:40e:2002:0:4:14:80] has quit [Ping timeout: 265 seconds] 20140402 21:46:03< crimson_penguin> mattsc: yeah, that's weird :-/ 20140402 21:47:23< mattsc> crimson_penguin: well, of course I did not stop. I am now trying the exact opposite of what I am told should work (as far as which c++ library to use). I’m not hopeful that it will work, but I’m out of ideas otherwise. 20140402 21:47:38< mattsc> and I did try it with -c++0x, just in case. No difference. 20140402 22:00:57-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140402 22:26:29-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has quit [Quit: Vannak idők, mikor menni kell] 20140402 22:27:36-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20140402 22:29:42-!- gfgtdf [~chatzilla@f054062163.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 28.0/20140314220517]] 20140402 22:31:53-!- Dugi [93fbd156@gateway/web/freenode/ip.147.251.209.86] has quit [Ping timeout: 245 seconds] 20140402 22:37:23-!- gfgtdf [~chatzilla@f054062163.adsl.alicedsl.de] has joined #wesnoth-dev 20140402 22:38:53-!- irker970 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140402 22:38:53< irker970> wesnoth: gfgtdf wesnoth:master 0f9ad019c6a0 / src/ (CMakeLists.txt SConscript random.cpp simple_rng.cpp): put simple_rng methods in own file. http://git.io/eO9F5w 20140402 22:38:54< irker970> wesnoth: gfgtdf wesnoth:master bf4935da84c4 / src/ (8 files): add new rng http://git.io/ccIRlg 20140402 22:38:54< irker970> wesnoth: gfgtdf wesnoth:master ea7521af2bee / src/ (SConscript replay_helper.cpp replay_helper.hpp): add replay_helper class http://git.io/PkHOzg 20140402 22:38:55< irker970> wesnoth: gfgtdf wesnoth:master fef7c49e8349 / src/ (CMakeLists.txt SConscript config_assign.cpp config_assign.hpp): add config_of function http://git.io/xqf-Pw 20140402 22:38:56< irker970> wesnoth: gfgtdf wesnoth:master 8f00786fb650 / src/ (replay.cpp replay.hpp): add functions in replay http://git.io/hhZqYA 20140402 22:38:57< irker970> wesnoth: gfgtdf wesnoth:master fc8c15e46a9a / src/ (8 files): add synced_context class http://git.io/BX0p0Q 20140402 22:38:59< irker970> wesnoth: gfgtdf wesnoth:master 25d4f2bca4d9 / src/playturn.cpp: give a better error message. http://git.io/PyPr3w 20140402 22:39:01< irker970> wesnoth: gfgtdf wesnoth:master dbf3331e9a99 / src/multiplayer_connect_engine.cpp: use rand() instead of get_random() for side shuffle http://git.io/755s7w 20140402 22:39:03< irker970> wesnoth: gfgtdf wesnoth:master 3ba075a0084b / src/replay_controller.cpp: fixes wrong side during end turn events in replay http://git.io/5C-sHw 20140402 22:39:05< irker970> wesnoth: gfgtdf wesnoth:master e5428b9c0f0e / src/play_controller.cpp: fix a bug when players leave in mp. http://git.io/aXvwJg 20140402 22:39:07< irker970> wesnoth: gfgtdf wesnoth:master 70d68e20f771 / src/server/ (game.cpp game.hpp server.cpp): serverside code for the new rng. http://git.io/tzKI8w 20140402 22:39:09< irker970> wesnoth: gfgtdf wesnoth:master 75d81ee49cb6 / src/ (6 files in 3 dirs): use new synced_context: use new rng http://git.io/cGeyIw 20140402 22:39:11< irker970> wesnoth: gfgtdf wesnoth:master da4cdef146bf / src/ (playmp_controller.cpp playturn.cpp replay.cpp): use synced_context: fix mp observers http://git.io/S64Lww 20140402 22:39:13< irker970> wesnoth: gfgtdf wesnoth:master 1f794e03d850 / src/ (game_events/action_wml.cpp persist_var.cpp replay.cpp replay.hpp): use synced_context: change get_user_input http://git.io/0dqdTQ 20140402 22:39:15< irker970> wesnoth: gfgtdf wesnoth:master 7d3a42c7fa23 / src/ (5 files): use synced context: sync the turn ... events and prestart events. http://git.io/QI0eAw 20140402 22:39:17< irker970> wesnoth: gfgtdf wesnoth:master 821dbd1cb85c / src/ (11 files in 4 dirs): use synced_context http://git.io/tUrh1g 20140402 22:39:19< irker970> wesnoth: gfgtdf wesnoth:master d0ded837af1a / src/ (10 files in 3 dirs): use synced_context in moves http://git.io/00lKAg 20140402 22:39:21< irker970> wesnoth: gfgtdf wesnoth:master 1465f0c664cd / src/ (8 files in 4 dirs): use synced_context in recruits/recalls http://git.io/2685iA 20140402 22:39:23< irker970> wesnoth: gfgtdf wesnoth:master bce9467f3012 / src/ (replay.cpp replay.hpp): add third argument to recorder.user_input http://git.io/iPVlfg 20140402 22:39:25< irker970> wesnoth: gfgtdf wesnoth:master 2b56c85dfba9 / src/replay.cpp: remove unused replay.cpp::type_by_index http://git.io/NJPBVQ 20140402 22:39:27< irker970> wesnoth: gfgtdf wesnoth:master 59a78cadf542 / src/ (8 files in 4 dirs): use synced_context in undo and rest http://git.io/_k5ieg 20140402 22:39:29< irker970> wesnoth: gfgtdf wesnoth:master 116afcda09da / src/synced_context.cpp: add from_side check for require_random http://git.io/lhViJw 20140402 22:39:31< irker970> wesnoth: gfgtdf wesnoth:master 19cf6f5cd3f8 / src/scripting/lua.cpp: adding wesnoth.is_synced() #21697 http://git.io/5wdRug 20140402 22:39:33< irker970> wesnoth: gfgtdf wesnoth:master 632ef2d68143 / src/ (16 files in 5 dirs): removed unused rng code. http://git.io/BxLG9g 20140402 22:39:35< irker970> wesnoth: gfgtdf wesnoth:master db9c46ce70f7 / src/ (replay.cpp replay_controller.cpp): stop replay when we have reached the end. http://git.io/LLOiXQ 20140402 22:39:37< irker970> wesnoth: gfgtdf wesnoth:master d511933dedc6 / src/ (actions/attack.cpp actions/attack.hpp ai/actions.cpp synced_commands.cpp): bring back unit_advancements_aspect http://git.io/fOMetg 20140402 22:39:39< irker970> wesnoth: gfgtdf wesnoth:master bd837f4d3464 / src/ (mouse_events.cpp mouse_events.hpp): removed unused code http://git.io/P6LL1Q 20140402 22:39:41< irker970> wesnoth: gfgtdf wesnoth:master e7aae5a00f10 / src/actions/move.cpp: added a check for unit's destination in moves http://git.io/CEJ9Cg 20140402 22:39:43< irker970> wesnoth: gfgtdf wesnoth:master 8a539e0b5d10 / src/replay.cpp: correct the value of pos_ in replays. http://git.io/1ChdQg 20140402 22:39:45< irker970> wesnoth: gfgtdf wesnoth:master 838446c1ef03 / src/ (replay_controller.cpp server/game.cpp synced_context.hpp): rearrange comments and debuglogs http://git.io/eMJ0iA 20140402 22:39:47< irker970> wesnoth: gfgtdf wesnoth:master 0b60e2ca4504 / src/ (5 files in 2 dirs): add skip_ally_sighted to replay http://git.io/IaKmag 20140402 22:39:49< irker970> wesnoth: gfgtdf wesnoth:master 32a0583c1a76 / src/replay.hpp: add comment in replay.hpp http://git.io/2jQG5A 20140402 22:39:51< irker970> wesnoth: gfgtdf wesnoth:master 33d61fadff46 / src/ (replay.cpp replay.hpp): removed unused code http://git.io/oGo_Dw 20140402 22:39:53< irker970> wesnoth: gfgtdf wesnoth:master 3b86c955616c / src/ (replay.cpp replay.hpp scripting/lua.cpp): a third argument for lua wesnoth.synchronize_choice http://git.io/M4tnZg 20140402 22:39:55< irker970> wesnoth: gfgtdf wesnoth:master 1fc539ecbf27 / src/replay.cpp: removed unused replay_source_manager http://git.io/fX9gvw 20140402 22:39:57< irker970> wesnoth: gfgtdf wesnoth:master 56a4630db1a5 / src/ (replay.cpp synced_context.cpp synced_context.hpp): don't send data if it's not needed http://git.io/CMmB8w 20140402 22:39:59< irker970> wesnoth: gfgtdf wesnoth:master de77f6b9243e / src/replay.cpp: removed outcommented code in replay.cpp + add comments http://git.io/jHgoDA 20140402 22:40:01< irker970> wesnoth: gfgtdf wesnoth:master 01f38ca46e2a / src/ (6 files in 2 dirs): removed dialogs::advance_unit http://git.io/JZcxmA 20140402 22:40:03< irker970> wesnoth: gfgtdf wesnoth:master 8495ebceae14 / src/ (gamestatus.cpp gamestatus.hpp synced_context.cpp): implement the deterministic mode for sp. part1 http://git.io/UUCmyA 20140402 22:40:05< irker970> wesnoth: gfgtdf wesnoth:master b4847d95e75c / / (4 files in 3 dirs): implement the deterministic mode for sp. part2 http://git.io/ByABxA 20140402 22:40:07< irker970> wesnoth: gfgtdf wesnoth:master 8617a02a88a3 / / (71 files in 12 dirs): Merge pull request #121 from gfgtdf/sync_2 http://git.io/oJlCAw 20140402 22:48:49-!- RiftWalker [~nathan@129.59.115.25] has quit [Ping timeout: 240 seconds] 20140402 22:58:46-!- RiftWalker [~nathan@129.59.115.25] has joined #wesnoth-dev 20140402 23:02:49-!- RiftWalker [~nathan@129.59.115.25] has quit [Ping timeout: 240 seconds] 20140402 23:02:51-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20140402 23:03:45-!- RiftWalker [~nathan@129.59.115.25] has joined #wesnoth-dev 20140402 23:04:59< gfgtdf> wesbot: seen sigurdfdragon 20140402 23:04:59< wesbot> gfgtdf: Sorry, I don't know of sigurdfdragon. 20140402 23:28:50< _8680_> “ shadowm: should i write anything to "merge pr" commit message or can i assume that the reader is can read the pr descrition.” — While I can’t speak with any authority on BfW project policy; as far as Git good practice goes, one shouldn’t assume that the reader of a commit message has read, or can read, any other related information, so try to make it as informative as is reasonable. 20140402 23:32:07-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140402 23:32:36-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Computer's napping] 20140402 23:33:07< iceiceice> gfgtdf: is this synced context stuff going on 1.12 as well? 20140402 23:33:12-!- bagzie [~bag@85-76-67-240-nat.elisa-mobile.fi] has quit [] 20140402 23:34:43< iceiceice> i hope that it is, since it sounds like it fixes some bugs, if not i might have to hold off on rebasing branches that i hope to merge to master and 1.12 later... 20140402 23:34:45< gfgtdf> iceiceice: i didn't decide yet. I think its a question of compability, do we want to have 1.12 with 1.13 compatible or with 1.12 beta ? 20140402 23:34:55< gfgtdf> for mp games 20140402 23:35:17< iceiceice> i dont think theres any reason to worry about 1.12 beta compatibility right now 20140402 23:35:56< iceiceice> we've definitely broken it recently and whenever i here back from soliton i will merge this server change which will break it again 20140402 23:35:59< iceiceice> *hear 20140402 23:37:28< gfgtdf> iceiceice: hmm that sounds like i should pack it into 1.12, maybe leaving out some features. 20140402 23:37:39< gfgtdf> s/pack/put 20140402 23:37:48< iceiceice> y up to you 20140402 23:44:46< gfgtdf> shadowm: i merged my pr could you please reup the server? It should be backwards compatible. 20140402 23:45:24< gfgtdf> shadowm: wait i think it might bnot be backwad compatible for scenarios with [get_global_variable] 20140402 23:45:32< gfgtdf> shadowm: should i fix that ? 20140402 23:50:14< shadowm> gfgtdf: I can rebuild the trunk/master/redirector/front-facing server if you need, but rebuilding the 1.11.x server is a big no-no until the next release. 20140402 23:50:29< shadowm> Also, your changes are only on master, and the 1.11.x server is built from the 1.12 branch. 20140402 23:51:57< irker970> wesnoth: gfgtdf wesnoth:master 3acb4f22beb0 / src/server/game.cpp: temporarily disable check for backwards compatibility http://git.io/YstAJA 20140402 23:52:08< gfgtdf> shadowm: yes i was asking about the 1.13.0-dev mp server. 20140402 23:54:21< gfgtdf> shadowm: when i want to put my chanes on 1.11 when should i do that ? mean becasue the changes onyl work with te serversides changes, shorty before teh next 1.11 release ? 20140402 23:56:17< shadowm> gfgtdf: As I said, I would not rebuild the 1.11.x server before the next release, especially not if there's compatibility breaking changes involved. 20140402 23:56:49< shadowm> For all I care you can commit compatibility-breaking changes to the 1.12 branch any time you wish, it doesn't matter since rebuilds must be done by hand. 20140402 23:57:18< shadowm> But I'd defer to Soliton's judgment regarding what's acceptable in that regard. 20140402 23:57:53< shadowm> I for one am only concerned about breakage taking place after RC 1 is released. 20140402 23:58:15< shadowm> But we are currently between beta 3 and a release I suspect will be beta 4. 20140402 23:58:56< shadowm> (Just to clarify: alpha (1.11.0 - 1.11.9) -> beta (1.11.10 - ???) -> Release Candidate -> gold (1.12.0)) 20140402 23:59:49< gfgtdf> shadowm: ok. --- Log closed Thu Apr 03 00:00:00 2014