--- Log opened Wed May 14 00:00:33 2014 20140514 00:12:45-!- Aishiko_laptop [~unknown@198.85.71.253] has joined #wesnoth-dev 20140514 00:13:08-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 00:17:01-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Quit: Ik ga weg] 20140514 00:18:19-!- stikonas__ [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140514 00:19:33-!- Aishiko_laptop [~unknown@198.85.71.253] has quit [Remote host closed the connection] 20140514 00:40:04-!- gfgtdf [~chatzilla@d231185.adsl.hansenet.de] has joined #wesnoth-dev 20140514 00:43:18-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140514 00:47:33-!- kex [~kex@78.157.29.205] has quit [Remote host closed the connection] 20140514 00:47:47-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 00:53:28-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140514 01:09:03< gfgtdf> aquileia: you recently changes the GUI2 border images, do you kust changes teh ingames or do you als know about the code that uses them ? 20140514 01:14:21-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140514 01:20:11-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140514 01:23:17-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 250 seconds] 20140514 01:25:20-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20140514 01:34:18-!- sachith500 [~kvirc@112.134.170.110] has joined #wesnoth-dev 20140514 01:34:20-!- sachith500 [~kvirc@112.134.170.110] has quit [Client Quit] 20140514 01:34:33-!- sachith500 [~kvirc@112.134.170.110] has joined #wesnoth-dev 20140514 01:46:10-!- groggy [~chatzilla@24-182-87-155.dhcp.hckr.nc.charter.com] has joined #wesnoth-dev 20140514 02:00:03-!- groggy [~chatzilla@24-182-87-155.dhcp.hckr.nc.charter.com] has quit [Remote host closed the connection] 20140514 02:09:54-!- gfgtdf [~chatzilla@d231185.adsl.hansenet.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 20140514 02:14:36-!- sachith500 [~kvirc@112.134.170.110] has quit [Read error: Connection reset by peer] 20140514 02:15:49-!- sachith500 [~kvirc@112.134.170.110] has joined #wesnoth-dev 20140514 02:16:29-!- sachith500 [~kvirc@112.134.170.110] has quit [Read error: Connection reset by peer] 20140514 02:44:01-!- Ivanovic_ [~ivanovic@frnk-5f74fd51.pool.mediaWays.net] has joined #wesnoth-dev 20140514 02:47:41-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 264 seconds] 20140514 02:47:56-!- Ivanovic_ is now known as Ivanovic 20140514 02:52:04-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: i go nstuf kthxbai] 20140514 03:06:18-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 240 seconds] 20140514 03:17:15-!- sachith500 [~kvirc@112.134.170.110] has joined #wesnoth-dev 20140514 03:20:02-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 03:23:23-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140514 04:06:21-!- Necrosporus_ is now known as Necrosporus 20140514 04:07:10-!- kex [~kex@78.157.29.205] has quit [Remote host closed the connection] 20140514 04:07:46-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 04:12:11-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 252 seconds] 20140514 04:15:04-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20140514 04:48:27-!- RiftWalker [~nathan@ip24-252-126-205.no.no.cox.net] has quit [Remote host closed the connection] 20140514 05:05:44-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20140514 05:06:41-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 05:10:58-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 240 seconds] 20140514 05:23:00< irker895> wesnoth: Chris Beck wesnoth:master c81d4b091605 / src/ (gamestatus.cpp team.cpp team.hpp): STL-ize an odd, null terminated static const char * [] http://git.io/37Z_WQ 20140514 05:23:02< irker895> wesnoth: Chris Beck wesnoth:master da9cfc7bd9f6 / / (4 files in 3 dirs): Merge branch 'master' of git://github.com/wesnoth/wesnoth http://git.io/D0PrmA 20140514 05:31:09< shadowm> How was it odd? 20140514 05:32:50< irker895> wesnoth: Chris Beck wesnoth:master 335f9ce95f96 / src/ (game_controller.cpp playcampaign.cpp playcampaign.hpp): fixup unit test replays http://git.io/o2rXZQ 20140514 05:32:52< irker895> wesnoth: Chris Beck wesnoth:master 92bbf8c02cc8 / data/test/scenarios/break_replay_with_lua_random.cfg wml_test_schedule: add "break replay with lua random" test http://git.io/IxvucA 20140514 05:32:54< irker895> wesnoth: Chris Beck wesnoth:master cd2199cb1021 / run_wml_tests: wml test script counts number of passed or failed tests http://git.io/DqNDyA 20140514 05:32:56< irker895> wesnoth: Chris Beck wesnoth:master 9c638ee86733 / .gitignore: add errors.log to .gitignore http://git.io/dbf1eQ 20140514 05:32:58< irker895> wesnoth: Chris Beck wesnoth:master 31a624d98b25 / src/ (5 files): add noninteractive replay management to controller (for unit tests) http://git.io/rBrvcw 20140514 05:33:00< irker895> wesnoth: Chris Beck wesnoth:master 9db311a44197 / run_wml_tests: add assertion failure, segfault notes to run_wml_tests http://git.io/EikFNg 20140514 05:33:02< irker895> wesnoth: Chris Beck wesnoth:master 65250df255e7 / src/ (game_controller.cpp playcampaign.cpp playcampaign.hpp replay_controller.cpp): replays return lvl result, treat OOS as game error in noninteractive http://git.io/Fzzgmg 20140514 05:33:04< irker895> wesnoth: Chris Beck wesnoth:master 07241761f81f / wml_test_schedule: fixup wml_test_schedule http://git.io/RStLTA 20140514 05:33:06< irker895> wesnoth: Chris Beck wesnoth:master 89f67d1a5d0a / / (2 files in 2 dirs): add fixed_lua_random_replay test http://git.io/IFrUww 20140514 05:33:08< irker895> wesnoth: Chris Beck wesnoth:master fdf750cbfd44 / / (10 files in 3 dirs): Merge branch 'fixup_unit_test_replays' http://git.io/gO3F6Q 20140514 05:42:22-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140514 05:42:31-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140514 05:42:38< iceiceice> shadowm: idk if you look at other similar times we use these hardcoded lists of strings, we didnt do this null terminated thing... 20140514 05:42:53< shadowm> It's the C vector idiom. 20140514 05:42:55< iceiceice> like in unit.cpp 20140514 05:43:33< iceiceice> ok i see what you mean but i think its odd relative to the rest of our code base 20140514 05:43:41< shadowm> Essentially, you can iterate until you hit the end of the vector (a null pointer) in lieu of array index-based iteration (e.g. when the size of the array is not known). 20140514 05:44:19< iceiceice> or you can just, use BOOST_FOREACH 20140514 05:44:25< iceiceice> and dont terminate with null 20140514 05:44:51< iceiceice> and its otherwise exactly the same except a bit easier to read perhaps 20140514 05:44:53< shadowm> *shrug* I can't say I prefer the Boost list thingy, I have been on the receiving end of Boost's compile-time inefficiencies (pre-C++11) far too many times. 20140514 05:45:14< shadowm> It certainly doesn't look any cleaner to me visually. 20140514 05:46:06< iceiceice> yeah idk, i mean the middle ground is like here: https://github.com/wesnoth/wesnoth/blob/master/src/unit.cpp#L513 20140514 05:46:26< iceiceice> so if you really dont like the (), i guess you can also use just commas with boost assign but i did it that way, idk 20140514 05:47:29< iceiceice> if we go to C++11 though we aren't really supposed to use NULL anyways iiuc, i think the code in unit.cpp that i linked to is much cleaner than the thing in team i decided to change 20140514 05:48:41< shadowm> Of course there's not much point in doing that when you know the size of the array. 20140514 05:50:40< iceiceice> sure i know it and its a constant in principle, but that doesn't mean i want it to be explicitly mentioned in the code if i can avoid it, right? 20140514 05:50:55< iceiceice> that's something the compiler can figure out, or am i wrong about that? 20140514 05:51:14< shadowm> That's what I meant. 20140514 05:51:42< iceiceice> oh i see 20140514 05:51:43< shadowm> Sorry, I thought it was obvious that I meant that the compiler knows the size of the array in the unit.cpp example. 20140514 05:51:56< iceiceice> y i misunderstood you, you are saying the null terminated thing is unnecessary 20140514 05:52:00< iceiceice> for this reason 20140514 05:52:04< shadowm> Yes. 20140514 05:54:56-!- Ivanovic [~ivanovic@frnk-5f74fd51.pool.mediaWays.net] has quit [Changing host] 20140514 05:54:56-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140514 06:04:40< iceiceice> oh btw, i had a thought recently, 20140514 06:04:54< iceiceice> i recently reported a bug in which the C++ unit tests would cause segfault, 20140514 06:05:02< iceiceice> but only if you compiled the debug mode 20140514 06:05:10< iceiceice> the optimizations -O2 would conceal it otherwise 20140514 06:05:24< iceiceice> it occurred to me that maybe we should be running -O0 on travis 20140514 06:05:51< iceiceice> idk there are probably good reasons that travis should build exactly the release builds, 20140514 06:06:25-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: i go nstuf kthxbai] 20140514 06:07:02< iceiceice> i feel like i can see an argument either way now, does anyone else have a well-formed opinion? 20140514 06:08:26-!- sachith500 [~kvirc@112.134.170.110] has quit [Read error: Connection reset by peer] 20140514 06:08:44-!- sachith500 [~kvirc@112.134.170.110] has joined #wesnoth-dev 20140514 06:11:04< shadowm> Can travis actually link a 1 GiB executable and not die in the attempt? 20140514 06:19:29-!- Sulfur [~Miranda@p5B327083.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140514 06:23:51-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140514 06:24:02-!- ancestral [~ancestral@12.23.74.29] has quit [Client Quit] 20140514 06:54:50-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 06:59:29-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 252 seconds] 20140514 07:25:22< shadowm> My bad, it's not a 1 GiB executable. 20140514 07:26:07< shadowm> wesnoth-debug: 190 MiB; build/debug: 1.7 GiB 20140514 07:41:24-!- _8680_ [~8680@2002:4404:712c:0:11ab:9b90:52fa:f6e0] has quit [Remote host closed the connection] 20140514 07:42:07-!- _8680_ [~8680@2002:4404:712c:0:3821:e1a0:3bcc:f09c] has joined #wesnoth-dev 20140514 07:44:22-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 07:46:47-!- _8680_ [~8680@2002:4404:712c:0:3821:e1a0:3bcc:f09c] has quit [Ping timeout: 252 seconds] 20140514 07:47:54-!- _8680_ [~8680@2002:4404:712c:0:11ef:bd43:8ed7:d611] has joined #wesnoth-dev 20140514 07:52:39-!- _8680_ [~8680@2002:4404:712c:0:11ef:bd43:8ed7:d611] has quit [Ping timeout: 252 seconds] 20140514 07:53:37-!- _8680_ [~8680@2002:4404:712c:0:19ab:fe46:882d:e231] has joined #wesnoth-dev 20140514 08:07:51-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 08:12:32-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 252 seconds] 20140514 08:28:30-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140514 08:28:57< thunderstruck> Wesnoth is on hacker news: https://news.ycombinator.com/item?id=7741564 20140514 08:33:10-!- irker895 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140514 08:40:34< Soliton> iceiceice: same way optimizations can conceal bugs they can also make them apparent. many warnings f.e. will not trigger without optimisations. i think it's actually more likely that optimizations make bugs apparent than the other way around. of course ideally we could check both ways... 20140514 09:02:52-!- mjs-de [~mjs-de@f053182016.adsl.alicedsl.de] has joined #wesnoth-dev 20140514 09:07:51-!- cib [~cib@p5DC74E86.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140514 09:08:15-!- cib is now known as Guest24500 20140514 09:18:18-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 245 seconds] 20140514 09:19:07-!- sachith500|2 [~kvirc@112.134.201.151] has joined #wesnoth-dev 20140514 09:21:35-!- sachith500 [~kvirc@112.134.170.110] has quit [Ping timeout: 240 seconds] 20140514 09:41:54-!- sachith500|2 [~kvirc@112.134.201.151] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140514 09:48:02-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140514 10:08:57-!- irker889 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140514 10:08:57< irker889> wesnoth: Alexander van Gessel wesnoth:master d30f8ff34b1f / data/gui/default/window/title_screen.cfg: Make wesnoth load on 800x480 again http://git.io/Q2CDcA 20140514 10:08:58< AI0867> fendrin: ^ 20140514 10:14:49< fendrin> AI0867: Thank you, I thought I would have to catch mordante or shadowm for that. gui2 wml is pretty much black magic for me. Still I don't know if the extra functionality shouldn't better live elsewhere. Maybe behind the add-on button or like zookeeper proposed in the FR. 20140514 10:38:02-!- Sulfur [~Miranda@p5B327083.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20140514 10:51:33-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140514 10:57:58< AI0867> ./test 20140514 10:57:58< AI0867> 20140514 10:57:24 error display: Could not initialize SDL_video: No available video device 20140514 10:58:02< AI0867> Build step 'Execute shell' marked build as failure 20140514 10:58:05< AI0867> on jenkins 20140514 11:03:38-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Ping timeout: 265 seconds] 20140514 11:07:07-!- Sulfur [~Miranda@p5B327083.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140514 11:07:57-!- Guest24500 [~cib@p5DC74E86.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20140514 11:08:39-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 11:25:41-!- EdB 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[~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140514 13:20:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140514 13:26:58-!- Sulfur [~Miranda@p5B327083.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140514 13:42:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140514 13:44:38-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 13:59:55< irker889> wesnoth: Alexander van Gessel wesnoth:master 24c9fe0e5ec7 / run_wml_tests: Don't assume the binary somehow ends up in our PATH http://git.io/8ICvyw 20140514 14:06:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Computer's napping] 20140514 14:07:00-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 14:07:02-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140514 14:09:21-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140514 14:10:54-!- Sulfur 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Konversation terminated!] 20140514 15:18:21-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20140514 15:18:45-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 15:21:52-!- EdB [~edb@ARennes-658-1-64-158.w2-14.abo.wanadoo.fr] has quit [Quit: Konversation terminated!] 20140514 15:21:59-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140514 15:37:25-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140514 15:39:38-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 240 seconds] 20140514 15:41:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140514 15:49:55-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140514 15:54:20-!- Necrosporus_ is now known as Necrosporus 20140514 15:54:38-!- gfgtdf [~chatzilla@d231185.adsl.hansenet.de] has joined #wesnoth-dev 20140514 15:57:24< iceiceice> gfgtdf: 20140514 15:57:37< iceiceice> i'm thinking about making some kind of "strict" mode for wml 20140514 15:58:05< iceiceice> for purposes of testing, its better if whenever the game chats little error messages, those appear as an exception or a warning, so the unit test will fail 20140514 15:58:38< iceiceice> i know we've talked about whether such and such should be a wml exception vs a warning, in the past... 20140514 15:59:03< iceiceice> i'm thinking about making it so in "strict" mode, enabled with --strict at commandline or smth, 20140514 15:59:20< iceiceice> whenever anything is written to a "warn" level log, either a game_error or wml_exception is thrown 20140514 15:59:28< gfgtdf> iceiceice: hm do youmeans wml parsing errors especialy ? 20140514 15:59:33< gfgtdf> mean* 20140514 15:59:48< iceiceice> y i guess wml or lua 20140514 16:00:13< iceiceice> whatever the kinds of things are that are technically recoverable, 20140514 16:00:19< iceiceice> but result in an error thats an eyesore for the player 20140514 16:00:42< iceiceice> b/c its probably better if the unit test fails in that case 20140514 16:03:37< gfgtdf> hm that could be useful and possible, but for average users its not recomended to use that feature 20140514 16:04:05< iceiceice> y 20140514 16:07:26< iceiceice> do you think that most of the errors like this get reported at some point on one of the warn logs at least? 20140514 16:07:47< iceiceice> i would really prefer not to have to pick through and put in "if (game_config::strict) { throw ... } " everywhere 20140514 16:07:49< iceiceice> hehe 20140514 16:10:26< gfgtdf> hm i think yes, and if not itÄ's just correct to add the im logs. 20140514 16:11:13< iceiceice> ok thx 20140514 16:21:07-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140514 16:24:40-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140514 16:25:16-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140514 16:25:55-!- kex [~kex@89.205.75.19] has quit [Read error: Connection reset by peer] 20140514 16:26:18-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140514 16:37:54-!- prophile [~alynn@oftn/member/prophile] has quit [Ping timeout: 240 seconds] 20140514 16:38:21< mattsc> Hmm… 20140514 16:38:40-!- prophile [~alynn@dhcp-102-253.wireless.soton.ac.uk] has joined #wesnoth-dev 20140514 16:38:43-!- prophile [~alynn@dhcp-102-253.wireless.soton.ac.uk] has quit [Changing host] 20140514 16:38:43-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140514 16:39:26< mattsc> Let’s assume I know that unit U can make it to hex H on its current turn. Now I move one of the enemy’s units and want to know whether U can still make it to H this turn. 20140514 16:39:36< mattsc> There’s no alternative to doing full path finding again, is there? 20140514 16:40:08< mattsc> And I don’t mean with the tools currently provided by Wesnoth, I mean this as a general principle. 20140514 16:42:41< gfgtdf> mattsc: if you know the path you could just check whether the path is occupied now, in case it is not occupied this saves thime otherwise not. 20140514 16:43:41< mattsc> I’ve thought of that, but you (at the very least) also have to check adjacent hexes to the path. 20140514 16:44:19< mattsc> It might still save some time in some circumstances. 20140514 16:45:49< gfgtdf> mattsc:also taht oanyl works if the moveto event doent do strange stuff 20140514 16:45:52< gfgtdf> only 20140514 16:46:23< mattsc> gfgtdf: it’s not actually a moveto event, it’s the AI hypothetically moving units aroudn on the map. 20140514 16:46:30< mattsc> So that’s not a problem. 20140514 16:46:32< gfgtdf> mattsc: a moveto event can even trigger a [replace_map] 20140514 16:46:38< gfgtdf> #ah ok 20140514 16:47:48< mattsc> It turns out that counter attack calculations are the main time sink in my current AI (that’s not surprising) and the time needed is pretty evenly splits between path finding and attack outcome calculations. 20140514 16:48:00< mattsc> And it’s much easier to speed up the latter. 20140514 16:51:00< iceiceice> y we need like, a dynamic shortest paths data structure :) 20140514 16:51:39< iceiceice> with cheap updates 20140514 16:53:27-!- TC01 [~quassel@128.220.109.159] has quit [Remote host closed the connection] 20140514 16:54:55< mattsc> iceiceice: but I am not even sure that that is possible in principle … 20140514 16:55:37< mattsc> at least not in a way that would save more than a little bit of time on average. 20140514 16:56:16< iceiceice> y i dont really know anymore... 20140514 16:56:29< iceiceice> i just googled "dynamic shortest paths", "online shortest paths", i guess there are some papers about it :) 20140514 16:56:50< mattsc> I might check that out sometime later this week :) 20140514 16:57:05< iceiceice> i think i heard a lecture by bob tarjan about it once, so maybe theres something there?? I don't really remember any more 20140514 16:57:31< iceiceice> was like 5 years ago if true 20140514 16:57:54< iceiceice> he tends not to talk about things of merely theoretical significance, so maybe its actually useful in practice idk haha 20140514 16:58:16< mattsc> :) 20140514 16:58:56< mattsc> As I have said before, I have no background in any of this, it’s all entirely self-taught; mostly by trial-and-error. 20140514 16:59:00< mattsc> Lots of error. 20140514 16:59:58-!- irker889 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140514 17:03:23< mattsc> Hmm, maybe it would be possible to pre-calculate all possible paths a unit could take toward the goal hex, and then check if any of them is ZoCed now… 20140514 17:04:39< mattsc> Sounds complicated … :P 20140514 17:10:33< gfgtdf> iceiceice: i just created a first addon that makes use of new sync function :) 20140514 17:11:11-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140514 17:19:46-!- Bodhi-Baum [~Bodhi@dslb-084-063-055-221.pools.arcor-ip.net] has joined #wesnoth-dev 20140514 17:23:41< fendrin> mattsc: HI 20140514 17:23:59< fendrin> sorry for capslock 20140514 17:25:04< mattsc> hi fendrin 20140514 17:25:36< mattsc> And no worries, although I did turn around to see if there was any Heavy Infantry behind me. 20140514 17:25:55< fendrin> :-) 20140514 17:26:25-!- Bodhi-Baum [~Bodhi@dslb-084-063-055-221.pools.arcor-ip.net] has quit [Ping timeout: 265 seconds] 20140514 17:29:27< fendrin> mattsc: It is difficult. Let's say the enemy unit's move triggered an event that modifies some gamestate and ZOC related stuff. Skirmisher ability, leveling a 0 unit to 1, changing terrain... 20140514 17:30:43< mattsc> fendrin: this isn’t about real moves that are actually happening (otherwise yes, this is all true) 20140514 17:30:57-!- Bodhi-Baum [~Bodhi@dslb-084-063-060-205.pools.arcor-ip.net] has joined #wesnoth-dev 20140514 17:31:15< mattsc> It’s about “thought processes” like: if I moved my unit here, could the enemies still get there and the like 20140514 17:31:21< fendrin> Maybe the best solution would be some kind of caching inside the pathfinder module. 20140514 17:32:39< fendrin> Which could speedup more than just your usecase. 20140514 17:33:12< mattsc> I’m still not sure how you’d do it even with caching. I do caching for attack simulations, it helps a lot there, but path finding is a different story, I think. 20140514 17:33:14-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140514 17:34:31< mattsc> I did just find a way that might give me at least a factor 2 gain or so though. 20140514 17:34:38-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140514 17:35:19< mattsc> Turns out that wesnoth.find_reach() is not that much slower than wesnoth.find_path in many circumstances, and it returns the solution for all 6 adjacent hexes at once. 20140514 17:38:59-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140514 17:39:52< fendrin> Independently from your problem (unit positions have changed between pathfinding) I think we do a lot of exactly the same pathfind requests. 20140514 17:40:22< mattsc> That wouldn’t surprise me. 20140514 17:41:24-!- Bodhi-Baum [~Bodhi@dslb-084-063-060-205.pools.arcor-ip.net] has quit [Ping timeout: 265 seconds] 20140514 17:41:37< fendrin> Saving time by caching them would allow you to waste more time for pathfinding jobs which can't be cached. 20140514 17:42:53< mattsc> That makes sense. 20140514 17:58:55-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20140514 18:00:30-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginm.net] has joined #wesnoth-dev 20140514 18:04:09-!- Bodhi-Baum [~Bodhi@dslb-084-063-012-247.pools.arcor-ip.net] has joined #wesnoth-dev 20140514 18:05:48-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140514 18:07:42-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 18:19:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140514 18:21:33-!- gfgtdf_ [~chatzilla@d231185.adsl.hansenet.de] has joined #wesnoth-dev 20140514 18:21:47-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth-dev 20140514 18:23:56-!- gfgtdf [~chatzilla@d231185.adsl.hansenet.de] has quit [Ping timeout: 255 seconds] 20140514 18:23:58-!- gfgtdf_ is now known as gfgtdf 20140514 18:27:00-!- Bodhi-Baum [~Bodhi@dslb-084-063-012-247.pools.arcor-ip.net] has quit [Ping timeout: 252 seconds] 20140514 18:29:47-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140514 18:30:23-!- RiftWalker [~nathan@ip24-252-126-205.no.no.cox.net] has joined #wesnoth-dev 20140514 18:30:51-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 18:33:49-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 18:37:38-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140514 18:38:28-!- mjs-de [~mjs-de@f053182016.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140514 18:40:35-!- DCW [~Thunderbi@cpc66863-finc15-2-0-cust393.4-2.cable.virginm.net] has quit [Remote host closed the connection] 20140514 18:41:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 18:48:09-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 276 seconds] 20140514 18:58:42-!- aquileia [2edf524c@gateway/web/freenode/ip.46.223.82.76] has joined #wesnoth-dev 20140514 18:59:39< aquileia> gfgtdf: They are used by both GUI1 and GUI2 20140514 18:59:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140514 19:00:10< aquileia> As GUI2 used them in a different way than GUI1 it looked - well, ugly 20140514 19:01:29< aquileia> I manually overlaid the images to correct the GUI2 behaviour, and GUI1 will look (nearly) the same as before 20140514 19:02:05< gfgtdf> aquileia: hm ok ty, i already solved my problem, the problem was teh very small things somehow cannot be selected becasue the (h -20) in https://github.com/wesnoth/wesnoth/blob/master/data/gui/default/macros/_initial.cfg#L131 becomes a negative value 20140514 19:02:05< aquileia> nearly because GUI1 stretches the border segments 20140514 19:02:41< iceiceice> mattsc, fendrin: i looked at the abstract of this paper, http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.423.5552&rep=rep1&type=pdf 20140514 19:02:45< gfgtdf> (my selectable image became very small because i orgot to copy the image to teh new directory) 20140514 19:03:06< iceiceice> i guess there are very fancy things you can do, but it sounds like the "naive" thing to improve from n^3 to n^2 is to cache the shortest path tree you get each time you run djikstra or whatever 20140514 19:03:26< iceiceice> and there is apparently some fast update algorithm for when an edge gets changed 20140514 19:03:38< gfgtdf> do 1.13 and 1.11 currently us eteh same addon server ? 20140514 19:03:38< iceiceice> so it sounds like what we would have to do is cache a tree like that for each movetype of a unit 20140514 19:03:59< aquileia> gfgtdf: no 20140514 19:04:16< iceiceice> the thing that might make it expensive afaict though is that for the data structure, you want to build a tree covering the entire map 20140514 19:04:30< iceiceice> and all we do right now is do like, radius of 5 or 6 or 7 or smth at each unit 20140514 19:04:35< iceiceice> when we do pathfinding 20140514 19:04:42< fendrin> iceiceice: sounds promising 20140514 19:05:49< fendrin> I think the pathfinding has a lot of performance improvement potential for the ai. 20140514 19:05:57< gfgtdf> aquileia: hm but teh addon i jut pushed wit th 1.13 version is also püresent on 1.12 : http://add-ons.wesnoth.org/1.12/ 20140514 19:06:01< gfgtdf> the* 20140514 19:06:56< gfgtdf> present 20140514 19:07:14< aquileia> You asked for 1.11 ;) 20140514 19:07:15< mattsc> iceiceice: thanks! I’ll look at the paper sometime later (probably on the weekend), but it sounds like this would be something to be done on the C++ side anyway? 20140514 19:07:16-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Read error: Connection reset by peer] 20140514 19:07:38< gfgtdf> hm i tihnk the last 1.11 versons do use teh 1.12 server. 20140514 19:07:43< aquileia> and http://add-ons.wesnoth.org/ also lists a trunk server for 1.13 20140514 19:09:31< gfgtdf> aquileia : i think the trunk serveris unrelated to the wesnot verion its more a place for unclomplete addons i think. Especaiyl becasue some addodns there a re quiet old 20140514 19:09:34< aquileia> I can't check what 1.13 uses though... full system crash, corrupted hdd, I'm running via a live cd for days now 20140514 19:10:00< gfgtdf> oh 20140514 19:10:19< aquileia> things can only improve 20140514 19:11:02< gfgtdf> did you know how that happened 20140514 19:11:04< gfgtdf> ? 20140514 19:12:01< aquileia> Not really, the only unusual thing was that my laptop hibernated during a git operation 20140514 19:12:29< aquileia> and the hdd corruption got worse when I attempted to repair it 20140514 19:13:43< aquileia> so now I'm going to clear the partition table and merge them to one formatted partition 20140514 19:13:53< aquileia> but well, that's life 20140514 19:14:42-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 19:16:04< iceiceice> mattsc: yeah i guess it should be for C++, i would guess that we wouldn't change the lua interface at all 20140514 19:17:40< RiftWalker> thunderstruck: What if we generate, e.g. _meta.cfg for all content, then in _meta.cfg, use preproc defines to selectively load _main.cfg 20140514 19:18:32< shadowm> The trunk campaignd is not the 1.13.x add-ons server. 20140514 19:19:24< mattsc> iceiceice: okay, that’s what I would have thought 20140514 19:19:30-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Read error: Connection reset by peer] 20140514 19:20:29< aquileia> shadowm: thanks for clarification 20140514 19:22:33-!- SlowThinker1 [~SlowThink@207.69.broadband2.iol.cz] has joined #wesnoth-dev 20140514 19:24:06-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 19:27:31-!- c74d is now known as Guest34553 20140514 19:28:55-!- Guest34553 [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Read error: Connection reset by peer] 20140514 19:30:07-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 19:30:10< thunderstruck> RiftWalker: Hi, I just noticed your message now and I was about to go AFK. I'll type you an email during tomorrow's morning. 20140514 19:31:08-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140514 19:33:05-!- kex [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140514 19:33:42-!- kex [~kex@89.205.75.19] has joined #wesnoth-dev 20140514 19:35:11-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Ping timeout: 252 seconds] 20140514 19:35:11-!- _8680_ [~8680@2002:4404:712c:0:19ab:fe46:882d:e231] has quit [Ping timeout: 252 seconds] 20140514 19:38:22-!- kex [~kex@89.205.75.19] has quit [Ping timeout: 265 seconds] 20140514 19:50:46-!- zookeeper2 [~lmsnie@37.35.27.57] has joined #wesnoth-dev 20140514 19:52:35-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20140514 19:53:22-!- zookeeper2 is now known as zookeeper 20140514 19:53:24-!- zookeeper [~lmsnie@37.35.27.57] has quit [Changing host] 20140514 19:53:24-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140514 19:57:40-!- _8680__ [~8680@2002:4404:712c:0:e0f1:4bab:cab:dac1] has joined #wesnoth-dev 20140514 20:15:45-!- aquileia [2edf524c@gateway/web/freenode/ip.46.223.82.76] has quit [Quit: Page closed] 20140514 20:20:58-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 20:21:30-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140514 20:25:10-!- SlowThinker1 [~SlowThink@207.69.broadband2.iol.cz] has left #wesnoth-dev [] 20140514 20:29:34-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20140514 20:35:39-!- Octalot [~noct@27.74.208.46.dyn.plus.net] has joined #wesnoth-dev 20140514 20:38:53-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140514 20:39:30-!- _8680__ [~8680@2002:4404:712c:0:e0f1:4bab:cab:dac1] has quit [Ping timeout: 240 seconds] 20140514 20:40:05-!- _8680_ [~8680@2002:4404:712c:0:e0f1:4bab:cab:dac1] has joined #wesnoth-dev 20140514 20:40:13< fendrin> happygrue: Hello, a (maybe stupid) question: Wouldn't it be useful to also give a hint about how a map is supposed to work team wise instead of only specifying the total amount of players? I mean from "6p -- MapName" I can't tell if it is a 2vs2vs2 or a 3vs3 or 1vs1vs1vs1vs1vs1? 20140514 20:40:22-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 20:41:33< shadowm> http://forums.wesnoth.org/viewtopic.php?f=5&p=570450 <- wouldn't this be a bug? 20140514 20:41:56< shadowm> The campaigns in random maps part, at least. 20140514 20:47:55-!- mjs-de [~mjs-de@f053182016.adsl.alicedsl.de] has joined #wesnoth-dev 20140514 20:51:21-!- TooLmaN [~TooLmaN@mx1.thomsonplastics.com] has quit [Quit: Off to save the world!] 20140514 21:02:49-!- pyromancer2 [~pyromance@pool-173-63-201-238.nwrknj.fios.verizon.net] has joined #wesnoth-dev 20140514 21:03:17-!- pyromancer2 [~pyromance@pool-173-63-201-238.nwrknj.fios.verizon.net] has quit [Client Quit] 20140514 21:11:30-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140514 21:16:27-!- gfgtdf_ [~chatzilla@f054146151.adsl.alicedsl.de] has joined #wesnoth-dev 20140514 21:19:36-!- gfgtdf [~chatzilla@d231185.adsl.hansenet.de] has quit [Ping timeout: 276 seconds] 20140514 21:19:37-!- gfgtdf_ is now known as gfgtdf 20140514 21:24:39-!- mjs-de [~mjs-de@f053182016.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140514 21:25:49-!- Guest49353 [~cib@p5DC74E86.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20140514 21:26:22-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140514 21:26:22< happygrue> fendrin: yes, I think it would be best to indicate that BUT people are of course free to change the settings up too 20140514 21:26:35< happygrue> sometimes we see people wanting to play FFA on a 2v2 or whatever 20140514 21:26:51< happygrue> still, it does make more sense to organize the maps by default settings (and intended balance) 20140514 21:27:06< fendrin> Hmmm, I have read about FFA on the forums. No idea what it means :-) 20140514 21:27:07< happygrue> Perhaps Velensk has some thoughts on that too 20140514 21:27:12< happygrue> Free For All 20140514 21:27:14< happygrue> (no teams) 20140514 21:27:19< fendrin> Ah yes 20140514 21:28:18< fendrin> There was a post that sounded like the ladder people made their own maps. 20140514 21:28:37-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Read error: Connection reset by peer] 20140514 21:28:50-!- Sulfur [~Miranda@p5B0083D8.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20140514 21:34:50-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 21:41:55-!- RiftWalker [~nathan@ip24-252-126-205.no.no.cox.net] has quit [Ping timeout: 258 seconds] 20140514 21:41:59< c74d> 20140514 21:42:16-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 21:58:54-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20140514 22:00:01-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 22:01:11-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140514 22:01:51-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140514 22:02:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 264 seconds] 20140514 22:29:21-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Ping timeout: 252 seconds] 20140514 22:29:28-!- _8680_ [~8680@2002:4404:712c:0:e0f1:4bab:cab:dac1] has quit [Ping timeout: 265 seconds] 20140514 22:29:34-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20140514 22:36:51< iceiceice> gfgtdf: 20140514 22:37:00< gfgtdf> hm ? 20140514 22:37:08< iceiceice> i was on mp server just now, SlowThinker was asking about the changes to check victory etc. 20140514 22:37:26< iceiceice> he doesnt like that when he kills all the units in wml it ends the secnario 20140514 22:37:42< gfgtdf> ye we talkes alread i left a post in that thead. 20140514 22:37:45< iceiceice> oh ok 20140514 22:37:58< iceiceice> so Dugi had proposed something which was, 20140514 22:38:09< iceiceice> in check victory, we should check if there are leaders in the recall list 20140514 22:38:15< iceiceice> and consider those sides alive 20140514 22:38:36< iceiceice> it seems a bit strange from the point of view of, why is the game still going if all the leaders are dead? 20140514 22:38:46< iceiceice> but i gues from the point of view of WML it makes it a lot less clumsy to like wipe hte obard 20140514 22:38:48< iceiceice> wipe the board 20140514 22:39:14< iceiceice> the other thing we could do that, as far as i can see, is just make fewer checks to "check_victory" 20140514 22:39:26< iceiceice> but i dont know the reasons why we added those so its hard fo rme to say 20140514 22:39:29< iceiceice> i will look at your thread though 20140514 22:40:17< gfgtdf> iceiceice: it not "my thread" but here: https://gna.org/bugs/?21882 20140514 22:40:21< gfgtdf> it's 20140514 22:40:34< iceiceice> oh i see 20140514 22:43:24-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Computer's napping] 20140514 22:47:06-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140514 22:53:14-!- _8680_ [~8680@2002:4404:712c:0:20a1:6674:c322:63ec] has joined #wesnoth-dev 20140514 22:53:58< gfgtdf> iceiceice: do you currently use a 1.13 version and do yo have time ? 20140514 22:54:07< iceiceice> y i do 20140514 22:55:02< gfgtdf> iceiceice: can you help me testiging my addon ? it's just looking whether the dialog shoes up on your machine correctly. 20140514 22:56:08-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 22:57:35< shadowm> The game ends if all units are killed even during an event? 20140514 22:58:03< shadowm> Or am I just misreading things and/or jumping to conclusions? 20140514 22:58:13< gfgtdf> shadowm: yes it does (onless one have specified hight_on_...) 20140514 22:58:29-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 22:58:31< gfgtdf> ofc not if they are restored in teh same event 20140514 22:58:42< gfgtdf> fight_on_ .. 20140514 22:58:53< iceiceice> fight_on doesn't have that much to do with it 20140514 22:59:01< gfgtdf> iceiceice: no ? 20140514 22:59:06< iceiceice> all the fight_on does is consider nonleader units as leader for purposes of check_victory 20140514 22:59:14< iceiceice> if you kill everyone on the board, 20140514 22:59:15< iceiceice> like 20140514 22:59:16< shadowm> OK so it doesn't end as long as event handling doesn't finish and return to the game without any units on the map, right? 20140514 22:59:19< gfgtdf> i thought it prevents sides form öloosing if they have n units left ? 20140514 22:59:21< iceiceice> [kill] everyone [/kill] 20140514 22:59:23< iceiceice> i think ti will end 20140514 22:59:44 * shadowm rushes to remember where in AtS he kills everyone mid-event. 20140514 23:00:22< shadowm> What is this, is scroll-centering broken? :\ 20140514 23:00:48< gfgtdf> shadowm: at the end of every user action there is a check_victory whcih checks if every units had still a leader, So for example when you kill a leader in a enter_hex event and bring huim back in a moveto event you won't loose 20140514 23:01:52< shadowm> Why don't I get any sound effects? :\ 20140514 23:02:00-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140514 23:02:01< shadowm> What has been going on in 1.12? 20140514 23:02:06 * shadowm panics. 20140514 23:02:09< iceiceice> y so i dont know exactly what the changes are about when we call check_victory, but i'm pretty sure we do it more frequently than we used to, 20140514 23:02:51< iceiceice> there may be a good reason we did this though, it wasnt my doing. i just dont know 20140514 23:02:51< gfgtdf> iceiceice: yes we do previously the game still went of of there were no units on teh map after a moveto event 20140514 23:03:08< shadowm> Okay, maybe something broke because I pressed escape and I use fade_out_music et al a lot. 20140514 23:03:48< gfgtdf> iceiceice: the main reason is that we previously had check_victory's after ai actions but not after human action, and i added them after human actions too 20140514 23:04:18< iceiceice> ok i see 20140514 23:04:43< gfgtdf> iceiceice: basicly after every action, also like menu event which the ai in unable to trigger 20140514 23:05:05< gfgtdf> iceiceice: https://github.com/wesnoth/wesnoth/blob/master/src/synced_context.cpp#L67 20140514 23:05:23< iceiceice> hmm but so why are dugi and slowthinker complaining 20140514 23:05:35< iceiceice> its that their WML stuff is existing for more than one "action"? 20140514 23:05:44< shadowm> gfgtdf: Okay, so if okay as long as event handling doesn't finish and the player gets control back I shouldn't have any problems. 20140514 23:05:57< shadowm> *if it's *doesn't get control back 20140514 23:06:26< shadowm> I'm pretty sure I've always considered killing everyone and returning control to the player a bug. :p 20140514 23:06:26< gfgtdf> shadowm: yes but for example move+attack are 2 diffrent actions intrenally so there is a check between 20140514 23:08:45< shadowm> What if I kill everyone and use [endlevel] to declare victory? 20140514 23:09:39< shadowm> Still seems to work. 20140514 23:11:09< gfgtdf> shadowm: the side specified in endlevel will win, but sided who dont have a leader then will get removes from the persistent sides (ubnless fight_without_leader). 20140514 23:12:29-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Ping timeout: 265 seconds] 20140514 23:12:29-!- _8680_ [~8680@2002:4404:712c:0:20a1:6674:c322:63ec] has quit [Ping timeout: 265 seconds] 20140514 23:13:49-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20140514 23:15:26< shadowm> Okay, it _seems_ I'm fine, but I won't know for sure until I get a player to complete the whole thing on 1.11.12 or 1.11.14 again, which is very unlikely. 20140514 23:15:45 * shadowm unpanics. 20140514 23:16:23-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140514 23:17:06-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140514 23:21:28-!- stikonas_ is now known as stikonas 20140514 23:25:14-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140514 23:26:53< happygrue> fendrin: yes, the ladder people have several issues with the maps that ship with the game (and also the default era), so they have improved on some things from the 1v1 perspective on their own 20140514 23:27:08< happygrue> I'd like to take some of those and get them into this next development cycle 20140514 23:36:52-!- gfgtdf [~chatzilla@f054146151.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 20140514 23:36:57< fendrin> Yeah, that sounds like a good idea. 20140514 23:38:14-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140514 23:38:39< fendrin> happygrue: I have seen a 4p version of fallenstar lake (one of my favorite maps). From my mp novice point of view it seemed pretty good. 20140514 23:39:45< happygrue> You might mention that to Velensk, he has that 4p mapmaking contest going on 20140514 23:45:22< fendrin> Okay, let's see if I can find where that map is found again. 20140514 23:50:31-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev --- Log closed Thu May 15 00:00:56 2014