--- Log opened Sat Apr 05 00:00:03 2014 20140405 00:04:01-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20140405 00:11:01-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140405 00:15:24< shadowm> AI0867: Because I am waiting for a response from ettin just to be on the safe side. 20140405 00:15:41< mattsc> crimson_penguin: I just did my first 64-bit Xcode build of Wesnoth. And in the end I even got pango working without manual hacks into any dylibs. 20140405 00:17:37-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140405 00:26:52-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140405 00:32:23< shadowm> gfgtdf: Are you aware of the labelless checkbox in the Campaigns menu? 20140405 00:33:41< _8680_> wiki.wesnoth.org is also being redirected to HTTPS (which then errors) for me. 20140405 00:33:58< _8680_> …Wrong channel. 20140405 00:34:10< shadowm> _8680_: Again not for me. 20140405 00:34:26< _8680_> (Though not as wrong as it could have been.) 20140405 00:36:36< gfgtdf> shadowm: yes it only has a tooltip yet, i asume i cn ass a label to it in the cfg file? another option would be moving the thing in the advanced perferences menu. placed in teh scenario dialog because it is a property of teh scenario that cannot be changes dring the scenario. 20140405 00:36:58< gfgtdf> s/cn ass/can add 20140405 00:38:08< shadowm> I didn't quite understand half of that but yes, obviously you can assign labels to GUI2 widgets in the WML just like you assign tooltips to them... 20140405 00:41:02< gfgtdf> here again with less typos: Yes it only has a tooltip yet, i assume i can add a label to it in the cfg file? Another option would be moving the thing in the advanced preferences menu. I placed in the scenario dialog because the random mode it is a property of the scenario that cannot be changed during the scenario. 20140405 00:41:17< gfgtdf> ok i'll try addin a label to i. 20140405 00:42:04-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140405 00:42:23< shadowm> There is no such a thing as a "scenario dialog". I guess you mean the Campaigns menu. 20140405 00:42:42< shadowm> But why is this an option in the first place? And why is it user-visible? 20140405 00:44:38< gfgtdf> shadowm: becasue the intention of the thing is to allow the user to decide wheter he wants to get the same random results when he reloads that scenario/campaign. 20140405 00:45:00< shadowm> And why should the user know or care about this instead of getting a sane default? 20140405 00:45:13< gfgtdf> shadowm: for example wether he can get different combat results with reloading a game. 20140405 00:46:05< gfgtdf> shadowm: well some users might want to relaod to get different random results, other might consider this cheating and don't want this to be possible. 20140405 00:46:29< shadowm> Then the option should be hidden for everyone. 20140405 00:47:02< gfgtdf> shadowm: why ? 20140405 00:47:18-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20140405 00:47:22< shadowm> Because it's not an option that most people (or anyone, really) should care about. 20140405 00:47:40< gfgtdf> then i'll put it into the advanced perferences 20140405 00:47:57< shadowm> I don't think it should even be there. 20140405 00:48:19< shadowm> This sounds more like a debugging aid than something that should be advertised to players. 20140405 00:49:18< gfgtdf> shadowm: so where'd you place it ? 20140405 00:49:41< shadowm> I'd turn it into a command-line switch. 20140405 00:50:04< shadowm> Or make it a debug-only in-game console command. 20140405 00:51:47< gfgtdf> shadowm: no that cannot be changed during the game. So in-game command is not posbile. 20140405 00:52:05< shadowm> Why can't it be changed during the game? 20140405 00:55:34< gfgtdf> shadowm: they way rng is calculated has a big effect on the game, and can cause OOS/currupt replays. In theory it could be possible to implement code to change it during the game but then we had to store it in the replay, that is currently not implemented. 20140405 00:56:28< gfgtdf> becasue my intention was what i said above. 20140405 01:00:36< mattsc> Hey, who here knows the Growl code in Wesnoth? 20140405 01:01:22< mattsc> After upgrading the Growl libs, I get to deprecation warnings, one for Growl_SetDelegate and another for Growl_NotifyWithTitleDescriptionNameIconPriorityStickyClickContext 20140405 01:03:10< mattsc> Is that something we can avoid, or do I need to go back to an earlier version of Growl? (or change the Growl libs so that they don’t throw a warning about this - I would like to go back to using -Werror which I disabled for this) 20140405 01:06:44-!- stikonas__ [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140405 01:10:46-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20140405 01:15:26-!- justinzane [~justinzan@12.172.184.180] has quit [Read error: Connection reset by peer] 20140405 01:15:57-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140405 01:16:20< iceiceice> gfgtdf: if its a command line switch that doesn tmean in game command 20140405 01:16:30< iceiceice> that means like "./wesnoth --deterministic" 20140405 01:16:56< iceiceice> ah i see i misread log 20140405 01:17:11< iceiceice> but anyways i guess that is a possibility 20140405 01:17:43-!- justinzane [~justinzan@12.172.184.180] has joined #wesnoth-dev 20140405 01:23:47-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20140405 01:24:33-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140405 01:24:41< gfgtdf> iceiceice: For me i have no problem with commandline arg. Especily if mose people here think that mormal user wont use this feature much. The way this feature was implemented was for the reasons i mentioned in the first post here: http://forums.wesnoth.org/viewtopic.php?f=6&t=39611. In that Thread are some concerns about this feature. But they are all only about mp not about sp. 20140405 01:25:48< gfgtdf> iceiceice: i rememberd correctly, that you or somone else wanted to implement a "play one step" in replays ? 20140405 01:26:14< iceiceice> yeah this is something that community members have said to me and i also think its a good idea 20140405 01:26:26< iceiceice> it might be appropriate as an easy coding task even 20140405 01:26:34< iceiceice> apparently we have to manufacture more of those now :) 20140405 01:27:05< iceiceice> gfgtdf: i think you should perhaps think about a better name for "deterministic mode" 20140405 01:27:14-!- justinzane [~justinzan@12.172.184.180] has quit [Read error: Connection reset by peer] 20140405 01:27:15< iceiceice> the name suggests something like these "no luck modes" that people have created that are so controversial 20140405 01:27:25< iceiceice> at least thats what it suggests to me 20140405 01:27:40< iceiceice> your deterministic mode is actually something far more subtle 20140405 01:27:53< iceiceice> like "retain seed on reload" or something 20140405 01:28:47< iceiceice> but i guess theres more to it 20140405 01:29:13< iceiceice> idk if the users wont be able to understand what it means easily then its probably not a good option for right on the campaign screen 20140405 01:29:14-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20140405 01:29:48-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140405 01:30:39-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has quit [Client Quit] 20140405 01:31:02< gfgtdf> iceiceice: hm, but because i didn't touch the 'reload' code to implement it, "retain seed on reload" seems to be wrong from the coders point of view. 20140405 01:31:42< iceiceice> yeah i guess that's not a good name either 20140405 01:31:43< gfgtdf> iceiceice: about teh one sep replays: it probably easy to implement to you have a concee plans when you''ll implement that 20140405 01:32:16< iceiceice> i don't have concrete plans to implement it, just a feature proposal that i am passing on 20140405 01:32:31< iceiceice> i think it would not be hard 20140405 01:33:56-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140405 01:35:52< gfgtdf> iceiceice: im asking because i have to fix another bug that appeared after my pr people cannot talk in chat anymore while other sides turns are executed on their local sides, and i probaly have to change the replay code again. your code will most likeley remove the for (;;) in do_replay_handle and move it somehere else i assume ? 20140405 01:37:26< iceiceice> i havent done anything with that idea at all 20140405 01:37:27< iceiceice> no pr nothing 20140405 01:37:37< iceiceice> i have no branches touching replay.cpp, go nuts 20140405 01:37:41< iceiceice> but! 20140405 01:37:58< iceiceice> if you plan to push the sync stuff to 1.12 i am still sort of waiting on that to push these server tweak changes 20140405 01:38:07< iceiceice> if you wait too long there will be a lot of backlog 20140405 01:38:52< iceiceice> for instance i need to start to work on getting server replays to work, i can work on master i guess, but i cant work on 1.12 branch for that until these toher changes of mine get merged because they are prerequisite 20140405 01:39:23< iceiceice> i guess i could cherry-pick my thing to 1.12 before you but it will be really tedious... 20140405 01:39:50< iceiceice> it was initially master based and then i had to resolve merge conflicts when sync pr got pushed... if i push to 1.12 now i will have to undo those merge resolutions, 20140405 01:39:57< iceiceice> and then if you ever push you will have to figure out how to redo them 20140405 01:41:01< iceiceice> i think if you push first to 1.12 just like you did on master, then the cherry-pick will just work 20140405 01:41:45< gfgtdf> iceiceice: backport my pr by cherrypicking ? 20140405 01:42:02< iceiceice> y thats normally how you get something on two branches 20140405 01:42:17< iceiceice> there was not much divergence from 1.12 and master until the sync pr imo 20140405 01:42:31< iceiceice> i dont think you will have any merge conflicts 20140405 01:43:28< iceiceice> just make sure the things you cherry-pick don't break feature freeze 20140405 01:44:12< iceiceice> there is no rusht hoguh 20140405 01:44:22< iceiceice> if you want to do more testing and fixing on master that is fine, i will work there as well 20140405 01:46:27-!- justinzane [~justinzan@12.172.184.180] has joined #wesnoth-dev 20140405 01:46:49< gfgtdf> iceiceice: hmm ye i think i should fix that issue first, with chat not working unser some cirumstances. 20140405 01:47:39< gfgtdf> i already have a plan, but it is not very pretty becasue it will contain two if() that test the same thing ... 20140405 01:49:16< iceiceice> my agenda right now is: fix 21459 if possible, 20140405 01:49:27< iceiceice> i have an experimental branch which am going to begin testing 20140405 01:49:34< iceiceice> wesbot: bug 21459 20140405 01:49:35< wesbot> Bug #21459 Assigned to: Chris Beck Status: Postponed Priority: 5 - Normal 20140405 01:49:38< wesbot> Summary: In MP a player can get the sight of the other team 20140405 01:49:40< wesbot> Original submission: The bug happens when it is the host's turn and he quits/d 20140405 01:49:43< wesbot> isconnects. The bug doesn't happen with 1 vs 1, only with 2 vs 2 and above.H 20140405 01:49:46< wesbot> URL: http://gna.org/bugs/?21459 20140405 01:49:49< wesbot> Attached file (1st): http://gna.org/bugs/download.php?file_id=19699 20140405 01:49:57-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20140405 01:50:08< iceiceice> the description is bad but basically i think there is a small bug in the side_drop mechanism, when the host drops while controlling multiple human sides 20140405 01:50:28< iceiceice> after that i want to fix up this pull request about check_victory 20140405 01:50:35< iceiceice> and then i will be mainly testing things i think 20140405 01:51:22< iceiceice> so i am mainly only editing playturn.cpp righ tnow 20140405 01:51:34-!- justinzane [~justinzan@12.172.184.180] has quit [Ping timeout: 240 seconds] 20140405 01:51:52-!- justinzane [~justinzan@host-12-172-184-180.nctv.com] has joined #wesnoth-dev 20140405 01:54:09< gfgtdf> iceiceice: is there a difference between resources::screen->playing_side() and resources::controller->current_side(); ? 20140405 01:55:13< iceiceice> i really don't know :/ 20140405 01:55:22< iceiceice> you will have to look at definitions i guess 20140405 01:56:20-!- sachith500 [~kvirc@112.134.190.60] has joined #wesnoth-dev 20140405 02:03:14< gfgtdf> iceiceice: i get OOS immedialteey after starting a game. 20140405 02:09:58-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 265 seconds] 20140405 02:10:19-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Quit: c74d] 20140405 02:10:45< iceiceice> uh oh 20140405 02:10:55< gfgtdf> iceiceice: (*resources::teams)[resources::controller->current_side()-1].is_local(); is somehow true on different clients during prestart events :s. 20140405 02:11:04-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140405 02:11:16< iceiceice> ooh 20140405 02:11:37< iceiceice> i wonder if this has to do with the controller tweaks 20140405 02:11:53< iceiceice> is this a bug you would have noticed on sync pr before pushing it? 20140405 02:12:10< gfgtdf> iceiceice: no i didnt have this bug after pushg my pr 20140405 02:12:24< gfgtdf> i tihnk yes 20140405 02:12:36< iceiceice> ok ... i guess i might not have taken into account when prestart happens 20140405 02:12:56< iceiceice> hmm.... 20140405 02:12:57< gfgtdf> iceiceice: i'll test during other events. 20140405 02:13:35< iceiceice> so the change i pushed most recently 20140405 02:13:52< iceiceice> #123 20140405 02:14:01< iceiceice> so how do mp games work 20140405 02:14:07< iceiceice> the host loads a config for a scenario 20140405 02:14:08< iceiceice> with era etc. 20140405 02:14:17< iceiceice> they set up this mp_connect dialog 20140405 02:14:30< iceiceice> people join and for the duration of that dialog everyone is synced exactly to host 20140405 02:14:40< iceiceice> when the host starts there is a "start game" signal 20140405 02:14:54< iceiceice> there was previously some code on the client that would do "controller tweaks" 20140405 02:15:05< iceiceice> if i am a mp_client, i now have to make all the sides that were local to host seem remote 20140405 02:15:14< iceiceice> and find my name int he list of controllers, and make those sides local to me 20140405 02:15:28< iceiceice> we decided to move these "tweaks" so that they are managed by the server 20140405 02:15:38< iceiceice> and they *still* happen just before the start game signal is sent 20140405 02:15:49< iceiceice> but the host only sends them right when it has recieved the start game signal 20140405 02:16:08< iceiceice> so i guess i'm not sure if "prestart" some how occurs before even that? 20140405 02:16:26< iceiceice> i would guess that "start" is correct thoug 20140405 02:16:45< iceiceice> but yes its true that before the tweaks happen, all the controllers on all clients will match the host 20140405 02:17:27< iceiceice> i'll be honest i would be really shocked if prestart events are somehow launched before the tweaks occur 20140405 02:17:30< gfgtdf> iceiceice : i did some testing and it happens during start not during prestart 20140405 02:17:40< gfgtdf> (i didnt test during prestart) 20140405 02:17:41< iceiceice> ok so it is still messed up at turn 1? 20140405 02:18:58< iceiceice> how do i reproduce, tbh it seemed to work fine for any "regular" scenario, that is i manually check all the controller types from the chat console and they seem correct 20140405 02:20:49< gfgtdf> iceiceice: use [set_variable]rand= in a start event 20140405 02:21:52-!- Ivanovic_ [~ivanovic@x2f3f45c.dyn.telefonica.de] has joined #wesnoth-dev 20140405 02:21:59< iceiceice> ok... 20140405 02:22:12< iceiceice> i can test that but there is most likely no chance that taht would affect my code 20140405 02:22:31-!- Ivanovic_ [~ivanovic@x2f3f45c.dyn.telefonica.de] has quit [Changing host] 20140405 02:22:31-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140405 02:22:38< iceiceice> like, i have a backup of my branch based off of old (pre sync pr) master 20140405 02:22:40< iceiceice> and i can test 20140405 02:22:49< iceiceice> but it sounds liek almost certianly it has to do with the sync pr 20140405 02:23:01< iceiceice> i mean anyways this was not really supported in the past 20140405 02:23:10< iceiceice> ? 20140405 02:24:09< iceiceice> wait so you are telling me that [set_variable] rand= causes the controller types to be messed up? 20140405 02:24:38-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Read error: Operation timed out] 20140405 02:25:04< iceiceice> that sounds deeply wrong... 20140405 02:25:59-!- Ivanovic_ is now known as Ivanovic 20140405 02:27:03-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 255 seconds] 20140405 02:27:18< gfgtdf> iceiceice: [set_variable] rand= requres a random seed from the server, bot only one client is supposed to send the [require_random] to the server, the games chooses the client where the current side is local, if that is true for more than one client then mutiple [require_random]s will be send to teh server and the server generates mutiple random seeds and teh clients get OOS 20140405 02:27:56< iceiceice> when is the check to "is_local" performed 20140405 02:29:07< gfgtdf> https://github.com/wesnoth/wesnoth/blob/master/src/synced_context.cpp#L226 20140405 02:29:23< iceiceice> gfgtdf: the relevant commit of mine is only 150 lines: https://github.com/wesnoth/wesnoth/commit/fb726e0610af42fa815cf340fa68c570b8bef0d3 20140405 02:30:05< iceiceice> gfgtdf: ok i see your reference but when is "ask server" called 20140405 02:30:32< iceiceice> the relevant line of change of mine you can see in the PLAY_GAME function 20140405 02:30:41< iceiceice> in playcampaign.cpp 20140405 02:30:53< gfgtdf> https://github.com/wesnoth/wesnoth/blob/master/src/synced_context.cpp#L97 20140405 02:30:55< iceiceice> previously all these controller adjustments happeened there 20140405 02:31:22< gfgtdf> iceiceice: do controller adjustemts happen when no client leaves = 20140405 02:32:37< iceiceice> gfgtdf: here's when the server does controller adjustments now: https://github.com/wesnoth/wesnoth/blob/master/src/server/server.cpp#L2542 20140405 02:32:47< iceiceice> it is right when the host sends it "[start_game]" 20140405 02:32:56< gfgtdf> iceiceice: even with no set_variable i get a serve rmessage illegal command removed 20140405 02:33:00< gfgtdf> server 20140405 02:33:20< iceiceice> clients recieve messages from the server to change controllers as appropriate *before* it passes "[start_game]" to you 20140405 02:33:33< iceiceice> so they should still be in mp_wait dialog 20140405 02:34:23< iceiceice> what's the earliest in the cycle that your code begins to have an effect 20140405 02:34:54< gfgtdf> iceiceice : how do you mean ? 20140405 02:35:24< iceiceice> does your code have an effect when the host creates a game in the lobby? 20140405 02:35:31< iceiceice> does your code have an effect when other players begin to join? 20140405 02:35:38< iceiceice> does your code have an effect when the host clicks the start button? 20140405 02:35:47< iceiceice> during level_to_gamestate? 20140405 02:35:51< iceiceice> after that? 20140405 02:35:53< iceiceice> what is the earliest point 20140405 02:35:53-!- shadowm_desktop [ignacio@186.9.18.4] has joined #wesnoth-dev 20140405 02:36:06< gfgtdf> iceiceice: i did change nothing in the mp_.. or multiplayer_.. files 20140405 02:36:10< gfgtdf> changed* 20140405 02:36:15-!- shadowm_desktop is now known as Guest81363 20140405 02:36:16< gfgtdf> iceiceice: i tihnk no 20140405 02:36:27< iceiceice> does syncing happen when the host resolves random factions? 20140405 02:36:58< iceiceice> or when shuffle sides is happening? 20140405 02:37:05< iceiceice> i remember you were asking about that code at some point 20140405 02:37:41< gfgtdf> iceiceice: no random shuffle happend on the host only 20140405 02:37:43< iceiceice> ok why dont you pastebin the bad scenario for me so i can see what is going on 20140405 02:37:55< gfgtdf> iceiceice: what bas scenario ? 20140405 02:37:57< gfgtdf> bad* 20140405 02:38:12-!- Guest81363 is now known as shadowm_desktop 20140405 02:38:13< iceiceice> whatever test scenario you had with rand= that makes oos 20140405 02:38:15-!- shadowm_desktop [ignacio@186.9.18.4] has quit [Changing host] 20140405 02:38:15-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140405 02:38:45< gfgtdf> iceiceice: im getting an error on EVERY mp scenario 20140405 02:39:00< iceiceice> ok... 20140405 02:39:21< iceiceice> so if you are using is_local to identify the host basically 20140405 02:39:22< gfgtdf> iceiceice: i get removing illegal command 'init_side' from: player9. Current player is player5 20140405 02:39:39< iceiceice> why dont you just pass yourself the information from play_game 20140405 02:39:42< gfgtdf> no in using is_local to identify the current active side 20140405 02:39:44< iceiceice> that says if you are host or client 20140405 02:40:23< iceiceice> ok i'm going to have a look 20140405 02:40:28< gfgtdf> my code doesnt care wether host or not it onyl cares which client controlls teh currently active side 20140405 02:42:05< iceiceice> ok i just built master 20140405 02:42:11< iceiceice> and started a 4p game with 2 computers 20140405 02:42:15< iceiceice> i am not apparently getting any errors 20140405 02:42:31< iceiceice> and server debugging looks correct 20140405 02:42:32< iceiceice> ohohhhh 20140405 02:42:35< iceiceice> are you hosting a local server? 20140405 02:42:58< iceiceice> my patch obv contained server changes, you cant use official server now 20140405 02:43:55< gfgtdf> iceiceice: that could be the problem 20140405 02:44:04< gfgtdf> iceiceice: i'll test again 20140405 02:44:06< iceiceice> y that woudl defintiely cause every side to be configured the same :p 20140405 02:44:16< iceiceice> if the server just doesnt perform any tweaks because its old 20140405 02:45:44< gfgtdf> waiting to until the compiler compiles the server... 20140405 02:49:09< gfgtdf> iceiceice: yes i think that was teh reason 20140405 02:50:35< gfgtdf> iceiceice: one issue: on the other clients teh game starts to load AFTERthe game was loaded on the host. 20140405 02:52:16< gfgtdf> iceiceice: also im getting a "the server doesnt support more than 9 sides" now 20140405 02:53:57< iceiceice> wait you weren't getting that before/ 20140405 02:54:08< gfgtdf> iceiceice: no. 20140405 02:54:12< iceiceice> ? 20140405 02:54:15< iceiceice> i thoguht we only support 9 sides 20140405 02:54:37< iceiceice> did you make a change to this policy? 20140405 02:54:48< gfgtdf> iceiceice: No i didnt touch that 20140405 02:55:03< iceiceice> hmm 20140405 02:55:10< iceiceice> maybe there is some indexing problem i guess 20140405 02:55:16< iceiceice> like an off by one error 20140405 02:55:24< iceiceice> i did nto try to start a 9 side game yet 20140405 02:55:31< gfgtdf> iceiceice: i used LotI mp scenario for testing 20140405 02:55:37< iceiceice> i dont know it 20140405 02:56:20< gfgtdf> it has 14 sides, form looking at cfg file 20140405 02:56:31< gfgtdf> but most of them are ai cotrolled 20140405 02:56:48< iceiceice> it sounds like it is seriously hacked up then 20140405 02:57:01< gfgtdf> iceiceice: yes could be. 20140405 02:57:08< iceiceice> i think we never intend to support more than 9 sides of any type 20140405 02:57:28< iceiceice> idk there has to be a limit, i think mos tof the time we iterate over the list of sides we dont worry about efficiency 20140405 02:57:40< iceiceice> if we wanted to support massive number of sides probably alot of rewrites would be needed 20140405 02:57:58< iceiceice> its baked into the code that there aren't many sides 20140405 02:58:31< iceiceice> i'm not sure what in my code would have caused the error to start happening... 20140405 02:58:40< iceiceice> but anyways i'm not sure if its a bu 20140405 02:58:41< iceiceice> g 20140405 02:59:22< gfgtdf> iceiceice: i don't realy know/care about that, im just telling what im seeing. 20140405 02:59:31< mattsc> iceiceice, gfgtdf: http://wiki.wesnoth.org/SideWML 20140405 02:59:44< mattsc> Read under side: 20140405 02:59:55-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140405 03:00:08< gfgtdf> mattsc: hm i saw 20140405 03:00:27< gfgtdf> it still strnge why teh server acceted those sides before. 20140405 03:00:49< mattsc> sorry, just came back, reading the last few lines. Shouldn’t do that ... 20140405 03:01:35< gfgtdf> it's good :) 20140405 03:02:16< gfgtdf> gotta sleep now. 20140405 03:02:18< gfgtdf> bb 20140405 03:02:22-!- gfgtdf [~chatzilla@d229088.adsl.hansenet.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 28.0/20140314220517]] 20140405 03:12:55-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Read error: Connection reset by peer] 20140405 03:13:16-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140405 03:13:24-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 255 seconds] 20140405 03:20:23-!- sachith500 [~kvirc@112.134.190.60] has quit [Read error: Connection reset by peer] 20140405 03:21:19-!- sachith500 [~kvirc@112.134.190.60] has joined #wesnoth-dev 20140405 03:28:11-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Read error: Connection reset by peer] 20140405 03:28:16-!- Jetrel_ [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140405 03:45:29-!- cib_ [~cib@p5DD21679.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140405 03:48:38-!- cib0 [~cib@p508BC9F5.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20140405 03:49:15-!- cib_ is now known as cib0 20140405 04:33:12-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Ciao] 20140405 04:48:23-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140405 05:01:21-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20140405 05:02:18-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20140405 05:11:01< mattsc> crimson_penguin: ah, yes, as epxected if I build pango without X11 support I can get away with fewer dylibs. 20 vs. 28, to be precise. 20140405 05:11:14< crimson_penguin> nice 20140405 05:12:24< mattsc> So I think it’s all working now. It’s compiling in x86_64 mode and building/running with /opt renamed. 20140405 05:12:54< mattsc> I have a bit of cleaning up to do and need to figure out how to make the fonts look a little better, but besides that I think this is pretty much good to go. 20140405 05:13:26< mattsc> Also, I think this should build “right out of the box” now, at least on OS X 10.8 and 10.9. 20140405 05:13:33-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20140405 05:29:23-!- sachith500 [~kvirc@112.134.190.60] has quit [Read error: Connection reset by peer] 20140405 05:29:40-!- sachith500 [~kvirc@112.134.190.60] has joined #wesnoth-dev 20140405 05:36:12< crimson_penguin> Sounds good 20140405 05:44:36-!- Jetrel_ [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Ping timeout: 255 seconds] 20140405 05:45:20-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140405 05:49:33-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 06:32:35-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140405 07:15:03-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140405 07:15:18-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140405 07:17:34-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 252 seconds] 20140405 07:29:25-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140405 07:51:11-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140405 07:54:50-!- ksindust [~ksindust@193.0.223.43] has joined #wesnoth-dev 20140405 08:00:19-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140405 08:00:32-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140405 08:01:28-!- sachith500 [~kvirc@112.134.190.60] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140405 08:02:36-!- ksindust [~ksindust@193.0.223.43] has quit [Remote host closed the connection] 20140405 08:34:18-!- Elvish_Hunter [02c23fb8@gateway/web/freenode/ip.2.194.63.184] has joined #wesnoth-dev 20140405 08:34:28< Elvish_Hunter> Hi all 20140405 08:37:59-!- irker319 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140405 08:37:59< irker319> wesnoth: Elvish_Hunter wesnoth:master 729ebd58fffb / / (4 files in 3 dirs): Restored support for [if] tags not containing [else] tags http://git.io/RvHROA 20140405 08:57:10< vultraz> *waves* 20140405 08:58:18< zookeeper> how about [then]? :p 20140405 09:01:02< Elvish_Hunter> Yeah, you're right. That was just a typo in the commit message. 20140405 09:01:34< Elvish_Hunter> What I meant is that I restored support for missing [then]... 20140405 09:03:44< Elvish_Hunter> A more detailed answer about the whole issue is here: http://forums.wesnoth.org/viewtopic.php?f=10&t=39704&p=569070#p569070 . Fell free to tell me your opinion ;-) 20140405 09:05:32-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140405 09:11:57< zookeeper> using [not] and [then] is of course more logical, but takes two more lines so that's why the shorter form has sometimes been used instead 20140405 09:14:54< Elvish_Hunter> That was also the reason why once we had {ALLOW_UNDO}, that now is removed from core. 20140405 09:22:51< zookeeper> what? does not parse. 20140405 09:23:32< Elvish_Hunter> What do you mean with "does not parse"? 20140405 09:24:17< zookeeper> means "what you said makes no sense to me, please rephrase if it is important to you that i understand" 20140405 09:25:47< Elvish_Hunter> Ah. For a moment I feared that I introduced a new bug :-P 20140405 09:26:33< Elvish_Hunter> Anyway, one in mainline we had a macro called {ALLOW_UNDO}, that was used instead of [allow_undo][/allow_undo] because it was shorter. 20140405 09:27:10< Elvish_Hunter> Nevertheless, in 1..9.x (if I remember correctly) it was removed from core. 20140405 09:29:57< Elvish_Hunter> *once 20140405 09:39:23< zookeeper> i see 20140405 09:40:04< vultraz> Elvish_Hunter: I don't get it 20140405 09:40:15-!- mjs-de [~mjs-de@f048165056.adsl.alicedsl.de] has joined #wesnoth-dev 20140405 09:41:08< Elvish_Hunter> vultraz: there is a whole topic in the forum about my patch: http://forums.wesnoth.org/viewtopic.php?f=10&t=39704 20140405 09:41:24< Elvish_Hunter> Of course, feel free to ask if there's something unclear :-) 20140405 09:41:43< vultraz> Elvish_Hunter: no, about why {ALLOW_UNDO} was removed 20140405 09:42:46< Elvish_Hunter> I don't really know. 20140405 09:43:03< zookeeper> removed probably because i asked for it 20140405 09:43:26< zookeeper> which kinda runs counter to my stance on compatibility breaking now :p 20140405 09:43:52< zookeeper> should have simply replaced mainline uses but kept the macro for compatibility 20140405 09:51:50< Elvish_Hunter> Well, now I have to go. Bye! 20140405 09:52:21-!- Elvish_Hunter [02c23fb8@gateway/web/freenode/ip.2.194.63.184] has quit [Quit: Ciao!] 20140405 09:56:49-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Ping timeout: 240 seconds] 20140405 10:00:23-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20140405 10:00:58-!- exciton [chuck-the-@85.94.3.210] has joined #wesnoth-dev 20140405 10:01:35-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140405 10:10:18-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140405 10:22:59-!- exciton [chuck-the-@85.94.3.210] has quit [Read error: Connection reset by peer] 20140405 10:23:14-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140405 10:50:06-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140405 11:01:08-!- exciton_ [chuck-the-@85.94.3.210] has joined #wesnoth-dev 20140405 11:04:08-!- exciton [chuck-the-@89.208.170.132] has quit [Ping timeout: 240 seconds] 20140405 11:15:38-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has joined #wesnoth-dev 20140405 11:25:45-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has joined #wesnoth-dev 20140405 11:33:01-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140405 11:37:55-!- irker319 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140405 11:50:18-!- molgrum [~molgrum@212.85.89.43] has quit [Quit: Lämnar] 20140405 11:55:32-!- molgrum [~molgrum@212.85.89.43] has joined #wesnoth-dev 20140405 11:57:34-!- exciton_ [chuck-the-@85.94.3.210] has quit [Read error: Connection reset by peer] 20140405 11:57:37-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140405 11:57:48-!- exciton [chuck-the-@89.208.170.132] has joined #wesnoth-dev 20140405 12:01:55-!- neXyon [~neXyon@85-127-252-86.dynamic.xdsl-line.inode.at] has joined #wesnoth-dev 20140405 12:22:07-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20140405 12:39:20-!- mordante [~mordante@roadie.xs4all.nl] has joined #wesnoth-dev 20140405 12:39:20-!- mordante [~mordante@roadie.xs4all.nl] has quit [Changing host] 20140405 12:39:20-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20140405 12:39:36< mordante> servus 20140405 12:41:22< mordante> lipkab ah yes I see I misremembered, that SDL also kept a surface 20140405 12:42:58< mordante> lipkab will look at the code later 20140405 12:45:11< mordante> shadowm, tell me exactly what? 20140405 12:47:24< Necrosporus> there's a bug in Wesnoth 1.10.7, game won't work if it's installed into location containing non-ascii symbols in path, like D:\Игры\ I'm not sure if it's already is reported, as I didn't check yet 20140405 12:54:09< loonycyborg> Necrosporus: There were some unicode handling fixes recently, not sure whether this particular issue was fixed or not. 20140405 13:54:43-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has joined #wesnoth-dev 20140405 14:06:09-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140405 14:18:34-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20140405 14:36:40< mattsc> crimson_penguin: I’ve been taking notes of what I did for upgrading the Xcode stuff, as well as of some of the other stuff I’ve been doing; such as building OS X packages. (They are written for idiots like me and propably contain much more detail than somebody like you would need.) 20140405 14:36:43< mattsc> Should I create a readme/ folder inside the Xcode projectfiles folder and put them in there, just in case I get hit by a bus? 20140405 14:50:33-!- aquileia [4e2ad392@gateway/web/freenode/ip.78.42.211.146] has joined #wesnoth-dev 20140405 14:51:05< aquileia> mordante: Hi 20140405 14:52:34< aquileia> I just wanted to ask whether you already decided if "tcontent" can be introduced in ttext or ttext_box 20140405 14:52:34-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Read error: Connection reset by peer] 20140405 14:53:46-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140405 14:58:48< aquileia> mordante: At the moment num_box is pretty much on ice as I wait on your command 20140405 15:08:00< Necrosporus> loonycyborg, a user reports the problem is still present in latest development version available for download 20140405 15:08:16< aquileia> mordante: I can implement it both with and without tcontent, but I don't want to double the workload by doing both 20140405 15:08:16< Necrosporus> I mean non-ascii path one 20140405 15:08:48< aquileia> Necrosporus: The utf-8 fixes aren't released yet I think 20140405 15:09:24< aquileia> I'll do a new build and try it 20140405 15:12:39< zookeeper> if it's going to continue being an issue, then the installer needs to have a warning for that. 20140405 15:13:01< Necrosporus> By the way, do you think it would any help if I try and install wesnoth 1.11.12 now or it's better if I rather wait for 1.12 and then try to update and port my addon also? 20140405 15:14:09< Necrosporus> zookeeper, there's also problem with user content directory, at least was, as it was installed into something like C:\Document and Settings\User\Игры\Wesnoth 20140405 15:14:35< Necrosporus> unless you check option to store user content in program files 20140405 15:18:57< aquileia> Necrosporus: If it is broken in 1.11.12 though, I guess it will continue to be broken - I just checked, most of the fixes were just before the release and only a small part came after that... but let's see what happens 20140405 15:25:07-!- adityapande [ca4eaca2@gateway/web/freenode/ip.202.78.172.162] has joined #wesnoth-dev 20140405 15:26:02< aquileia> adityapande: You had some problems with compiling under VC12? Could you link a paste with the full error message? 20140405 15:26:35< adityapande> no i got it 20140405 15:26:54< adityapande> i later resorted to cb 20140405 15:27:23< adityapande> thanks for asking 20140405 15:27:34< aquileia> Nontheless I'd like to see the message if you don't mind - if there is an error, it's worth fixing it 20140405 15:27:43< adityapande> oh 20140405 15:28:02< adityapande> wait a minute 20140405 15:28:32 * aquileia probably caused it when rewriting the guide... 20140405 15:34:51< adityapande> http://pastebin.com/QqvH2aK8 20140405 15:35:02< adityapande> aquileia: take a look 20140405 15:35:18< aquileia> thanks 20140405 15:40:08< mordante> aquileia, atm rather swamped with GSoC so haven't had a closer look yet 20140405 15:40:17< aquileia> ok 20140405 15:44:36< aquileia> adityapande: What path for 'Include Directories' do you currently have for wesnothlib? (this is step 4.3 of the guide) 20140405 15:46:08< adityapande> $(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSDK_LibraryPath_x86);"B:\wesnoth-1.10.7\wesnoth-1.10.7\projectfiles\VC12\external\lib" 20140405 15:46:48< aquileia> I think I know the problem now... 20140405 15:47:17< adityapande> ? 20140405 15:47:46< aquileia> oh, it's you likbrary path I guess? 20140405 15:47:57< aquileia> *library 20140405 15:48:20< adityapande> what about it? 20140405 15:49:02-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 15:49:26< aquileia> You either pasted 'Library Directories' or you accidentially exchanged the two 20140405 15:49:35-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140405 15:50:45< aquileia> And the guide assists in this misunderstanding if this is the case... 20140405 15:51:26-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140405 15:51:33< aquileia> adityapande: Which path did you paste? 20140405 15:54:02< adityapande> B:\wesnoth-1.10.7\wesnoth-1.10.7\projectfiles\VC12\external\lib for library directory 20140405 15:54:22< adityapande> B:\wesnoth-1.10.7\wesnoth-1.10.7\projectfiles\VC12\external\include for include directory 20140405 15:54:36-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 15:55:55< aquileia> hmm... my theory dissolves... could you delete the quotes around those two and try again, please? 20140405 15:56:19-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140405 15:56:48< adityapande> ok 20140405 15:57:13-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has quit [Ping timeout: 240 seconds] 20140405 15:57:27< adityapande> sure 20140405 16:06:27< adityapande> aquileia: it seems to be working this time 20140405 16:06:31< adityapande> so far no error 20140405 16:06:39< aquileia> ok, thanks 20140405 16:06:51< adityapande> its not done yet though 20140405 16:07:24< aquileia> If it works, I'll add a corresponding note to the guide 20140405 16:08:03< adityapande> ok 20140405 16:09:15-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 16:09:54< adityapande> is there a co-operative mode in wesnoth currently? 20140405 16:10:18< adityapande> where u can play through campaigns together 20140405 16:10:36< aquileia> yes, in Legend of Wesmere 20140405 16:11:27< aquileia> and for two players, there is a nice UMC campaign: Altaz Mariners 20140405 16:11:44< adityapande> are these specific to the campaigns 20140405 16:12:20< aquileia> The campaigns have to be designed to be multiplayer compatible, and these two are 20140405 16:12:32< adityapande> ohh 20140405 16:14:26< aquileia> I didn't play the co-op mode of LoW, but I think it's for up to three players (but I could be wrong there) 20140405 16:24:28< shadowm> mordante: That there's a problem with font antialiasing in GUI2 when backgrounds with alpha in [1,254] are involved. 20140405 16:25:04< shadowm> Although that could be inferred from context, really. 20140405 16:27:13-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140405 16:36:14-!- mjs-de [~mjs-de@f048165056.adsl.alicedsl.de] has quit [Read error: Operation timed out] 20140405 16:36:56-!- mjs-de [~mjs-de@f048082168.adsl.alicedsl.de] has joined #wesnoth-dev 20140405 16:37:31-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140405 17:00:49< aquileia> gfgtdf: Your deterministic rng included new source files, right? 20140405 17:01:10< aquileia> AI0867: You added unicode.cpp, right? 20140405 17:01:32< aquileia> gfgtdf, AI0867: Could you include these in the VC9 projectfile? I currently get 131 linker errors 20140405 17:02:09< aquileia> AI0867: Oh, sorry, you already updated it 20140405 17:03:50< aquileia> I had looked at the date of wesnoth.vcproj and didn't realize it's in wesnothlib 20140405 17:07:12-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 17:20:18< adityapande> aquileia: the build failed again mVA2fU4S 20140405 17:20:22< adityapande> http://pastebin.com/mVA2fU4S 20140405 17:22:08< aquileia> adityapande: Unfortunately there are innumerable reasons for linker errors... My first thought would be to press 'build' again and see if it corrects itself 20140405 17:23:20< aquileia> But as cb works for you and the guide is now updated, you don't really need to do that. Anyhow, thanks for reporting it! 20140405 17:23:21< adityapande> shall i try rebuilding everything 20140405 17:23:30< adityapande> all the 5 20140405 17:23:50< adityapande> ok 20140405 17:24:16< aquileia> If you press 'build' it will start where the error occurred, 'rebuild' will begin from scratch 20140405 17:24:36< aquileia> So all 5 would be the way to go I think 20140405 17:25:05< adityapande> when building in cb i had a few errors too but later rebuilding it worked 20140405 17:25:24< aquileia> This could be the same here 20140405 17:25:34< adityapande> maybe 20140405 17:28:31< aquileia> happygrue: I just skimmed over the code blocks readme... "It is recommended to set this to at least the number of CPU cores your system has." 20140405 17:29:00< aquileia> I think the "at least" isn't a good proposal 20140405 17:29:23< aquileia> Why would you want more instances than cores? 20140405 17:30:18-!- Octalot [~noct@27.74.208.46.dyn.plus.net] has quit [] 20140405 17:31:32< aquileia> Or does code blocks automatically reduce it to the number of cores (in which case deleting those two words wouldn't hurt as well)? 20140405 17:48:33< adityapande> good night everyone 20140405 17:49:36< aquileia> adityapande: bye 20140405 17:50:41-!- adityapande [ca4eaca2@gateway/web/freenode/ip.202.78.172.162] has quit [Quit: Page closed] 20140405 18:00:33-!- treneva [~treneva@91.213.220.176] has joined #wesnoth-dev 20140405 18:03:12-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has joined #wesnoth-dev 20140405 18:04:18-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Ping timeout: 240 seconds] 20140405 18:07:46-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140405 18:08:14< iceiceice> does anyone know anything about this bug? 20140405 18:08:18< iceiceice> wesbot: bug #21866 20140405 18:08:18< wesbot> Bug #21866 Assigned to: None Status: None Priority: 5 - Normal 20140405 18:08:18< wesbot> Summary: MP campaign underyling_id collision 20140405 18:08:18< wesbot> Original submission: In an MP campaign, this bug can cause units to not appear 20140405 18:08:21< wesbot> on the right-click recall list, though they will still be present on the menu b 20140405 18:08:24< wesbot> URL: http://gna.org/bugs/?21866 20140405 18:10:57-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140405 18:14:03-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 18:17:27-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140405 18:18:09-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140405 18:20:33-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140405 18:23:37< mordante> shadowm, ok thanks 20140405 18:23:54< mordante> what exactly do you propose? 20140405 18:24:35< shadowm> Uh, I don't know, fixing it? For example, text antialiasing works fine in the Campaigns menu, but not in the Language menu. 20140405 18:24:43-!- molgrum [~molgrum@212.85.89.43] has quit [Quit: Lämnar] 20140405 18:25:37< mordante> that's odd since both are GUI2 20140405 18:26:23< mordante> Aishiko, around? 20140405 18:26:25< shadowm> Yes, but I think the canvas layering is different in both cases. 20140405 18:26:43< mordante> wesbot, seen lipkab 20140405 18:26:43< wesbot> mordante: The person with the nick lipkab last spoke 1d 9h ago. 1d 8h ago was here and on the channel #wesnoth with the message: Remote host closed the connection 20140405 18:27:35< mordante> that could be 20140405 18:27:38< shadowm> Both are subject to the effects of ecf62cdaf2afe30ea29cc6c582b23591586d0e98, but I think the Language dialog has the simplest configuration with toggle buttons directly in the listbox. 20140405 18:28:27-!- molgrum [~molgrum@212.85.89.43] has joined #wesnoth-dev 20140405 18:29:02< mordante> yes the language is indeed much simpler 20140405 18:30:29< shadowm> The Campaigns menu seems to go like this: listbox <- toggle_panel (with alpha bg) <- label. 20140405 18:31:28< shadowm> So I presume the label text is rendered on a fully transparent surface before blitting on top of the toggle_panel. 20140405 18:32:20< mordante> I think you're right with that presumption 20140405 18:32:45< shadowm> So, two different canvases. The text in the Language menu is rendered on the same canvas as the bg instead, since they are part of the same widget. 20140405 18:32:46< mordante> Duthlet, you're dugi right? 20140405 18:33:01< shadowm> mordante: No, Dugi is Dugi here. 20140405 18:33:32< mordante> shadowm, ok thanks, I thought he might use multiple nicks 20140405 18:33:42< mordante> wesbot, seen dugi 20140405 18:33:42< wesbot> mordante: The person with the nick Dugi last spoke 1d 21h ago. 1d 18h ago they left with the message: Ping timeout: 245 seconds 20140405 18:34:32< mordante> dugi I had another look at your proposal: 20140405 18:34:43< mordante> - I still miss a lot of implementation details 20140405 18:34:58< mordante> - I still miss what you expect to finish during the summer 20140405 18:35:54< mordante> if you want to claim a fully working feature complete campaign wizard, then I won't believe you ;-) 20140405 18:36:31< mordante> That sounds quite impossible unless you're a wizard yourself 20140405 18:43:21-!- treneva [~treneva@91.213.220.176] has quit [Remote host closed the connection] 20140405 18:47:17-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140405 18:49:48< happygrue> aquileia: no idea about that, re: code blocks. But change it if you like. (I didn't write it) 20140405 18:50:06< aquileia> Ok 20140405 18:51:05< aquileia> I first wanted to ask you whether you would change it (as you added code blocks to the compiling on Windows wiki page) but I found some other issues and will make a PR 20140405 18:51:41< mattsc> Aren;t we using Lua 5.2 in Wesnoth these days? 20140405 18:51:45< aquileia> And the other fixes are MSVS related, so it's better if I bundle them 20140405 18:52:02< happygrue> ah, I see. I added a link as we have had several people come on looking to compile and knowing nothing about code blocks 20140405 18:52:17< happygrue> which has been working well for several other people 20140405 18:52:18< mattsc> The Header files included in the Xcode build are still Lua 5.1.4. Better update those, I guess. 20140405 18:54:07< aquileia> happygrue: I hadn't known about that readme either before I read your addition 20140405 18:54:20< happygrue> exactly ;) 20140405 18:54:37< happygrue> It should have it's own wiki page or get worked in more, but I thought the link was better than nothing 20140405 18:54:43< happygrue> I've been pretty busy lately 20140405 18:55:01< aquileia> What do you think: Is it better to move the MSVS information to the corresponding readme as well (it's currently massively out of date) of double it up? 20140405 18:55:36< happygrue> I don't know, as that really depends on how many people are still using or interested in the MSVS info 20140405 18:55:41< aquileia> 'it' meaning the readme, the wiki is up to date 20140405 18:55:41< happygrue> and I have no clue about that. 20140405 18:56:11< aquileia> ok, I'll wait for anonysimmus for that 20140405 18:56:21< happygrue> It seems that for any people who are just arriving and asking how to compile, I would point them at Code Blocks, so it makes sense to me for that to be featured 20140405 18:56:30< aquileia> *anonymissimus 20140405 18:56:46< happygrue> but more input on that would be good, yes. 20140405 18:59:03-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Quit: Leaving] 20140405 18:59:56< aquileia> happygrue: The code blocks project file wasn't changed as often as the other project files (scons, cmake), though... is it up to date? 20140405 19:01:00< aquileia> e.g. gftdf introduced several files that are neither in VC nor CB right now 20140405 19:02:12< aquileia> From patch submission guidelines: "If you add a file, don't forget to update src/SConscript, src/CMakeLists.txt, and projectfiles/VC9/wesnoth.vcproj" 20140405 19:02:33< aquileia> code blocks isn't listed there... 20140405 19:04:00< aquileia> which leads to the question: Which build environments should be considered as "supported" - i.e. listed as a necessary step when adding new files? 20140405 19:04:05< aquileia> shadowm: ^ 20140405 19:06:11< aquileia> http://wiki.wesnoth.org/PatchSubmissionGuidelines should really be updated to GitHub 20140405 19:06:38< aquileia> at least IMHO 20140405 19:08:41< shadowm> Yeah, wasn't lipkab working on that? 20140405 19:12:03< mordante> mattsc, we compile lua with the version in our source tree (due to local changes) 20140405 19:13:07< mordante> aquileia, I normally also don't update the MSVC project when adding new files 20140405 19:13:38< aquileia> nice... 20140405 19:14:23< aquileia> so we practically have two working platforms 20140405 19:15:09< mordante> well in the past it was said it's hard to update project files for and IDE tool without the IDE 20140405 19:15:48< mordante> (I just had a look and it's 52 lines for a single file) 20140405 19:16:40< mordante> IIRC code::blocks also gave IDs to files, making hand-editing the project file even harder 20140405 19:16:52< aquileia> a script to update all of these would be nice... not so easy coding task? 20140405 19:17:08< Ivanovic> can't you generate the code blocks files using cmake? 20140405 19:17:09< Ivanovic> ^^ 20140405 19:17:29< aquileia> no idea, I don't use code blocks 20140405 19:17:35< mordante> Ivanovic, yes you can 20140405 19:17:39< shadowm> Updating the CB project by hand is actually very easy, there aren't ids. 20140405 19:19:16< aquileia> I just think unifying which project files should be kept up to date and which are legacy would be useful... 20140405 19:20:39< shadowm> I don't see it like a "legacy vs. current" issue. 20140405 19:21:16< shadowm> Numbers say that there are more developers who have a use for cmake and scons updates than not, hence those are prioritized in patches. 20140405 19:21:33< aquileia> Ivanovic: Both the new guides for MSVS and CB don't handle cmake although it's possible 20140405 19:22:14 * shadowm doesn't have cmake installed in Windows. 20140405 19:22:19< aquileia> the cmake way for MSVS is expained, but currently listd as obsolete 20140405 19:22:28< aquileia> me neither 20140405 19:22:58< mordante> in the past we said only to update autotools and let the users of other project files update them when needed 20140405 19:27:04< aquileia> So this means: Update scons and cmake, please consider VC, XCode and CB as well 20140405 19:28:18< aquileia> Hmm... a list of recently added source files in the release notes would be too much work I guess? 20140405 19:28:53< aquileia> With that the update of the other projects when needed would be a lot simpler 20140405 19:28:59< mordante> yes or combine the latter with the directories in the projectfiles directory, that would make it more future-proof 20140405 19:29:35< aquileia> combine in what sense? 20140405 19:29:36< mordante> no that would be horrible, the release notes are important changes for all users 20140405 19:30:09< mordante> not name VC, XCode and CB but use the directory name instead 20140405 19:30:09< aquileia> I meant the changelog, sorry 20140405 19:30:54< mordante> I think a separate file would be easier than the changelog 20140405 19:31:13< mordante> not sure how easy the information can be automatically extracted from Git 20140405 19:32:08< aquileia> that would not be feasible I guess - you'd need a distinction for wesnoth and wesnothlib 20140405 19:32:13-!- irker963 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140405 19:32:13< irker963> wesnoth: Mark de Wever wesnoth:master 0fbf3d4a4694 / src/synced_context.hpp: Remove documentation for a non-existing parameter. http://git.io/No8UwA 20140405 19:32:13< irker963> wesnoth: Mark de Wever wesnoth:master df5ae31bba05 / src/synced_context.cpp: Remove extra semicolons. http://git.io/KuPfjg 20140405 19:32:13< irker963> wesnoth: Mark de Wever wesnoth:master eea3809e57b6 / src/tests/test_util.cpp: Remove old-style-casts. http://git.io/PuQbwg 20140405 19:32:14< irker963> wesnoth: Mark de Wever wesnoth:master de74f48fd049 / src/CMakeLists.txt: Add a missing link dependency. http://git.io/aEXzyw 20140405 19:32:15< irker963> wesnoth: Mark de Wever wesnoth:master 1e8078d13d96 / src/ (CMakeLists.txt synced_context.cpp synced_context.hpp tests/test_util.cpp): Merge branch 'compilation_fixes' http://git.io/X5hYoA 20140405 19:32:53< mordante> sorry aquileia not sure what you mean with that? 20140405 19:34:23< aquileia> To be useful for other projectfiles, one wold need to distinguish between 'wesnoth' and 'wesnothlib' (at least this is what they are called in VC, names can differ) 20140405 19:35:16< mordante> well that depends on the project, in CMake they are separated smaller 20140405 19:35:46< mordante> and if you know the file you can peek at SCons or CMake to find the location 20140405 19:36:23-!- cib0 [~cib@p5DD21679.dip0.t-ipconnect.de] has quit [Ping timeout: 252 seconds] 20140405 19:36:32< aquileia> but I guess updating the wiki (to clarify that there are other projects) would be a step everyone would agree on 20140405 19:36:43< aquileia> and small steps are better than none 20140405 19:37:10< mordante> true 20140405 19:38:55< mordante> I'm off bye 20140405 19:39:04< aquileia> bye 20140405 19:39:09-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20140405 19:41:33< Ivanovic> okay guys, i will be off for a little more than a week now 20140405 19:42:05< Ivanovic> please contact noy for any gsoc admin tasks during that time and try to already discuss the proposals so that we have a list ready in time 20140405 19:42:43< Ivanovic> AI0867, happygrue, mattsc, Soliton, thunderstruck, trademark_, mordante: ^ 20140405 19:43:21-!- lipkab [~the_new_l@apn-89-223-239-57.vodafone.hu] has joined #wesnoth-dev 20140405 19:44:24< aquileia> lipkab: You were recently refered to by shadowm 20140405 19:44:45< lipkab> aquileia: In what context? 20140405 19:44:54< aquileia> http://wiki.wesnoth.org/PatchSubmissionGuidelines 20140405 19:45:14< lipkab> Oh, right. 20140405 19:45:39< lipkab> I started on reworking that before I got swamped with other things. 20140405 19:47:12< lipkab> ...and actually ended up linking together other people's work. 20140405 19:47:45< lipkab> aquileia: So, here's a draft, written by shadowm and edited by me. 20140405 19:48:13< lipkab> And here's a git guide by AI: http://wiki.wesnoth.org/WesnothRepository 20140405 19:49:12< aquileia> lipkab: Where exactly is your draft? 20140405 19:49:54< lipkab> aquileia: My draft is in Moderator's, but that doesn't matter. shadowm's draft is much better so that will be used. 20140405 19:50:16< aquileia> How can I access it, then? 20140405 19:50:21< shadowm> WesnothRepository wasn't written by AI. 20140405 19:50:39< lipkab> Then I misremembered. 20140405 19:50:42< shadowm> http://wiki.wesnoth.org/index.php?title=WesnothRepository&offset=&limit=500&action=history 20140405 19:52:25< lipkab> aquileia: You can't because it's in a restricted forum :P Why is it important? It won't be used. 20140405 19:52:42< shadowm> aquileia: lipkab's clipboard appears to be malfunctioning, so here's the link I believe he's talking about: http://wiki.wesnoth.org/User:Shadowmaster/PatchSubmissionGuidelines 20140405 19:52:59< aquileia> ah, ok. Thanks 20140405 19:53:31< lipkab> Ah, I didn't give the link... stupid me. Sorry. :S 20140405 19:53:38-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 240 seconds] 20140405 19:55:27< aquileia> shadowm: Would you mind if I edit your proposal a tiny bit? 20140405 19:56:30< shadowm> Sure, I'm not reaally interested in working on it anymore. 20140405 20:02:17-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has joined #wesnoth-dev 20140405 20:04:52-!- iceiceice [~chris@207-237-132-90.ny.subnet.cable.rcn.com] has quit [Client Quit] 20140405 20:14:15-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140405 20:15:08-!- spoffy [~spoffy@host-80-47-182-18.as13285.net] has quit [Read error: Operation timed out] 20140405 20:18:06-!- neXyon [~neXyon@85-127-252-86.dynamic.xdsl-line.inode.at] has quit [Quit: bye] 20140405 20:18:26-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Client Quit] 20140405 20:30:57-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140405 20:32:24< aquileia> shadowm: Do I have to gender, e.g. "his/her"? 20140405 20:33:15< c74d> Isn’t it “you”? 20140405 20:34:30< aquileia> It's about the developers 20140405 20:34:55< aquileia> please prefix his/her IRC name in front of your question - else he/she could overlook your message. 20140405 20:35:49< aquileia> c74d: I didn't follow my own rule... 20140405 20:37:43< c74d> I believe shadowm uses singular “they”. 20140405 20:39:15< aquileia> ok, thanks 20140405 20:39:45< c74d> You could also avoid pronouns altogether (“please prefix your question with the developer’s IRC name — otherwise, your message may be overlooked”). 20140405 20:43:14-!- lipkab [~the_new_l@apn-89-223-239-57.vodafone.hu] has quit [Quit: Vannak idők, mikor menni kell] 20140405 20:45:00< aquileia> shadowm, c74d, lipkab: I think the last fixme doesn't really need to be adressed, so I would move it to the real wiki page if there are no objections 20140405 20:48:12< aquileia> I just noticed that most unit tests seem to be missing in the VC project - I don't know when exactly the tests are to be performed (on compiling? in an AfterBuild task?), so any input would be welcome 20140405 20:50:08< AI0867> Necrosporus: the windows unicode filenames thing is pretty ancient 20140405 20:50:30< AI0867> wesbot: bug #13926 20140405 20:50:31< wesbot> Bug #13926 Assigned to: Alexander van Gessel Status: None Priority: 5 - Normal 20140405 20:50:34< wesbot> Summary: Scenario name (unicode) used for generated save filenames, breaking autosave. 20140405 20:50:37< wesbot> Original submission: The scenario name is used for automatically generated fil 20140405 20:50:40< wesbot> enames for saves. The name (and its translations) can contain unicode characters 20140405 20:50:43< wesbot> URL: http://gna.org/bugs/?13926 20140405 20:52:06< AI0867> the recent unicode fixes may contribute to a proper fix someday, but our issue right now is that we use the standard C++ filesystem functions. We assume they take UTF-8. On all sane systems, they do. On windows they take whatever the current ANSI code page is. And no, you can't (reliably or at all, I don't remember) set UTF-8 as a codepage 20140405 20:52:18-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 265 seconds] 20140405 20:55:13< aquileia> AI0867: utf-8 exists as a codepage 20140405 20:55:30< aquileia> whether/how it can be set - no idea 20140405 21:01:35< aquileia> shadowm: I committed your page 20140405 21:01:57-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140405 21:07:10< AI0867> aquileia: I actually had a full conversion to boost::filesystem ready at some point. With a few iterations (sending it to espreon to test it) it even compiled and ran on windows. It made no difference for the filesystem unicode thing though, and my development process was rather slow and time-consuming 20140405 21:08:11< aquileia> AI0867: Just out of interest, why did you abandon it, then? 20140405 21:09:38< AI0867> I'm not sure if it actually added a dependency, but boost::filesystem v3 was only supported on boost versions that were then fairly new 20140405 21:10:12< AI0867> I may still have the patch (or even branch) lying around though 20140405 21:10:28< AI0867> I moved it from my git-svn checkout to my git clone a few months ago 20140405 21:11:40< aquileia> I guess it would reduce the amount of code to be maintained as the functionality is mostly outsourced? 20140405 21:12:01< AI0867> I don't think it was all that much shorter 20140405 21:12:16< AI0867> maybe I'll update it and push it to my fork 20140405 21:15:31< aquileia> Well, I don't know about its benefits, no idea whether it's an improvement 20140405 21:17:19< AI0867> there are benefits, but I'd have to look them back up 20140405 21:32:33< mattsc> mordante: Ah, right, I knew that … (Lua being compiled from the source tree). The headers in the Xcode projectfiles folder must have been left over from some earlier version, so I removed them. 20140405 21:33:36< mattsc> shadowm: IIRC, you are the last person having done something with Wesnoth Growl notifications. 20140405 21:34:45< mattsc> After upgrading the Growl framework, I now get two deprecation warnings, for Growl_SetDelegate and Growl_NotifyWithTitleDescriptionNameIconPriorityStickyClickContext in game_display.cpp (l. 958 & 959). 20140405 21:36:49< mattsc> There are a whole bunch of possible ways to deal with this (go back to an older version of Growl, change the code in game_display.cpp, silence the warnings, …) all of which have their own advantages and disadvantages. Any advice what I should do about this? 20140405 21:57:57-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140405 21:58:09< mattsc> This is so nice! A full build now takes less than 10min for me. :) 20140405 22:00:33-!- cib0 [~cib@p5DD21679.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140405 22:40:04< shadowm> mattsc: Hardware upgrade? 20140405 22:40:14< mattsc> Nope, same hardware. 20140405 22:40:33< shadowm> I have no idea about Growl, I only remember fixing an obvious bug I detected when skimming the code. 20140405 22:41:17< mattsc> It’s after I made the upgrade to all the Xcode libs etc. My guess is that the speedup comes from switching from 32 to 64 bit compiling, but TBH I don’t really know what that does. 20140405 22:42:04< shadowm> It allows access to larger CPU registers and increases both memory limits and requirements. 20140405 22:42:36< mattsc> shadowm: okay - I don’t know if I should change the deprecated Growl functions to their newer version as I don’t know what version other people/systems use. 20140405 22:43:20< mattsc> I see (I figured that it would be something like that, but never bothered to actually look it up) 20140405 22:43:23< shadowm> Something like 2^48 bytes VM. Using 64-bit registers results in extra memory usage when swapping registers between the CPU and RAM. 20140405 22:43:34< aquileia> mattsc: But wouldn't that 20140405 22:43:58< aquileia> mean that 32 bit users can't use your package? 20140405 22:44:16< shadowm> But having larger registers allows for optimizations to make better use of them to keep data in the CPU instead of RAM. 20140405 22:44:49-!- irker963 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140405 22:44:50< shadowm> Long-mode in x86_64 also makes a few additional general-purpose registers available for programs. 20140405 22:44:55< mattsc> aquileia: all the libs are both i386 and x84_64. You just need to change one setting in Xcode and you’re good to go with 32-bit as well. 20140405 22:45:30< aquileia> I just meant that you might want to change back for releases 20140405 22:46:13< mattsc> aquileia: well, releases have different setting anyway, so that’s not a problem. 20140405 22:46:18< aquileia> ah, ok 20140405 22:46:48< mattsc> For example, minimum version is set to OS X 10.8 for debug builds, and 10.4 for release builds. 20140405 22:47:33< mattsc> aquileia: who/what still uses 32-bit these days? (on a Mac, I mean) 20140405 22:47:52< c74d> Does BfW still work on Mac OS 10.4? I remember it had issues; were they fixed? 20140405 22:47:55< mattsc> shadowm: thanks for the explanation 20140405 22:48:01< aquileia> no idea, just wanted to raise that point 20140405 22:48:36< mattsc> c74d: I don’t know about 10.4 (I don’t know anybody who still has 10.4, so I don’t have a test case), but the issues running it on 10.5 were fixed. 20140405 22:49:15< c74d> Okay, I guess I was thinking of that. 20140405 22:50:15< mattsc> c74d: I see no reason why that should not also have fixed it for 10.4, I just have no confirmation of it. 20140405 22:50:54-!- mjs-de [~mjs-de@f048082168.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140405 22:53:16< mattsc> shadowm: do you know who here would know about Growl. The notifications were put into game_display.cpp here (and I don’t think I have seen him around lately): 20140405 22:53:18< mattsc> https://github.com/wesnoth/wesnoth/commit/7cfd781e4fb169c833305d2b797a65121b77fe59 20140405 22:54:09< shadowm> mattsc: That's crimson_penguin . 20140405 22:54:40< shadowm> (See the credits.) 20140405 22:54:53-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20140405 22:56:34< mattsc> Oh, ahem! Right… 20140405 22:56:55< mattsc> That’s wht the name sounded so familiar … 20140405 22:58:28< shadowm> :p 20140405 22:58:55< crimson_penguin> (hello) 20140405 22:59:02< crimson_penguin> I saw your earlier message about it but forgot 20140405 22:59:24< mattsc> Hi crimson_penguin. I have indeed seen you around recently. :P 20140405 22:59:25< crimson_penguin> I don't know, you may have to rework Growl - or you could ask if people actually use it 20140405 23:00:09< mattsc> Well, it’s just a wanring message for the time being, so we could simply silence it (so that I can turn strict compiling back on) 20140405 23:00:57< crimson_penguin> What's the warning? Does it even work on 10.9? or 10.8 even? 20140405 23:01:39< mattsc> Umm, it used to work on my system until I upgraded to the latest version of Growl (without a change of OS) 20140405 23:02:57< mattsc> Here’s the warning message: http://pastebin.com/2RMYd14p 20140405 23:03:30< mattsc> And I need to be more precise in what I am saying about the Growl upgrades. 20140405 23:04:15< mattsc> Some month ago, I upgraded the Growl application running on my computer from 1.whatever to 2.1. Before I did that Wesnoth Growl notifications worked, afterward they did not. 20140405 23:04:36< mattsc> Yesterday, I upgraded the Growl Framework in the Xcode project folder, which made the warning messages appear. 20140405 23:05:19< mattsc> So there are two separate issues: whatever Growl output Wesnoth produces seem incompatible with Growl 2.1 20140405 23:05:57< mattsc> Secondly, the Growl Framework that I am using throws deprecation messages with the functions used in game_display.cpp 20140405 23:06:03< mattsc> Of course, those two could be related. 20140405 23:06:41< mattsc> I had to use the “Legacy” framework, as one of the files Wesnoth wants to include does not exist in the current framework any more. 20140405 23:10:43-!- gfgtdf [~chatzilla@f054143161.adsl.alicedsl.de] has joined #wesnoth-dev 20140405 23:11:32< aquileia> gfgtdf: I updated the VC project files (PR 139), my earlier comments are obsolete 20140405 23:11:56< gfgtdf> aquileia: ok :) 20140405 23:12:54< aquileia> I wonder though... should it be part of wesnoth or wesnothlib? Currently, I just copied the distribution you used in scons 20140405 23:16:45< gfgtdf> aquileia: i tihnk i put everything in wesnoth except simple.rng.cpp 20140405 23:16:52< gfgtdf> simple_rng 20140405 23:17:20< gfgtdf> does any1 knows a simple addon to test hot map generators work ? 20140405 23:17:21< aquileia> config_assign is wesnothlib as well I think 20140405 23:17:48< gfgtdf> yes that could be. 20140405 23:18:02< aquileia> gfgtdf: How do you mean that? And do you want the default generator or YAMG? 20140405 23:21:07< gfgtdf> aquileia: i hmm idk. Is the diffeerence big? 20140405 23:21:11< aquileia> YAMG doesn't work correctly as its interface to Wesnoth is incomplete - it will always produce the same map. It's available as a standalone tool on the forum though and works perfectly 20140405 23:21:48< aquileia> So if you want to do something on the player side, YAMG is no option right now 20140405 23:22:16< aquileia> I work on fixing it, but at my current pace it'll be ready around 1.14... 20140405 23:24:27< aquileia> gfgtdf: The difference is that YAMG allows more customization and you can recreate and tweak a map as long as you have the seed 20140405 23:25:18< aquileia> The default generator will be seeded differently each time you call it, so tweaking isn't possible 20140405 23:26:03< gfgtdf> aquileia: i want to know more about how maps are generates in mp/sp scenarios that use rng and wether infomation from the generator is saved in savefiles orwheter there is only the generates mp in the savefiles. 20140405 23:26:19< gfgtdf> generated* 20140405 23:27:50< aquileia> The default generator will save only the map I think (it returns a pure map buffer, optionally with a [scenario] tag around) 20140405 23:28:43< gfgtdf> there was somewhere a bug that mp campaigns which contain multiple scnearios with map generators didn't work but i cannot find a link 20140405 23:30:33< aquileia> I don't know much about save files, but... perhaps the map isn't transferred? 20140405 23:31:26< aquileia> or the generator somehow tries to overwrite the first map in the old scenario 20140405 23:36:47< aquileia> gfgtdf: The default generator sets map["data"], and in case you want a scenario map["usage"] and map["border_size"] as well 20140405 23:42:38< aquileia> anonymissimus: Is it ok to let the readme refer to the wiki page or should it be the other way round? https://github.com/wesnoth/wesnoth/pull/139 20140405 23:44:06< aquileia> And if you know what to do with unit tests - they are currently excluded from the build, I'd like to add a second commit to my PR to change that but I don't know whether it suffices to let VC compile the files 20140405 23:48:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140405 23:48:59< aquileia> I think I'll have to add a test.vcproj with the tests, list the 'wesnoth' project as a dependency and make 'test' the goal of the solution? 20140405 23:52:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev --- Log closed Sun Apr 06 00:00:30 2014