--- Log opened Thu May 15 00:00:56 2014 20140515 00:09:32-!- vultraz [~chatzilla@124.109.10.167] has quit [Ping timeout: 255 seconds] 20140515 00:12:58-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140515 00:13:48-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 276 seconds] 20140515 00:28:23-!- stikonas__ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140515 00:28:31-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 252 seconds] 20140515 00:30:16-!- gfgtdf [~chatzilla@f054146151.adsl.alicedsl.de] has joined #wesnoth-dev 20140515 00:36:07< gfgtdf> iceiceice: the toplevel indention in http://wiki.wesnoth.org/LuaWML:Sides#wesnoth.sides of the text "note: In networked multiplayer, the controller attribute ...." and below is a bug or intended ? 20140515 00:38:21< iceiceice> i think its correct and not a bug 20140515 00:38:24< iceiceice> afaik 20140515 00:38:37< iceiceice> which part did you think seemed like a bug? 20140515 00:40:21< gfgtdf> iceiceice: becasue the lexr between 'controller: string (read/write) : ' and 'fog: boolean (read) ' is not indented it looks like these are 2 speratate lists. 20140515 00:40:24< gfgtdf> text 20140515 00:40:57-!- stikonas__ is now known as stikonas 20140515 00:41:13< iceiceice> oh 20140515 00:41:18< iceiceice> y thats probably a formatting mistaek 20140515 00:42:53< iceiceice> ok i fixed it 20140515 00:44:13< gfgtdf> :) 20140515 00:56:10< gfgtdf> hm someow the (default rca) ai doesnt recuit now although it haves units 20140515 00:56:16< gfgtdf> to recruit and eough gold 20140515 00:57:42< gfgtdf> my fault it wanst the default rca but teh experimental recuitment ai 20140515 01:24:00-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 276 seconds] 20140515 01:36:17-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140515 01:37:13-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140515 01:37:18-!- _8680_ [~8680@2002:4404:712c:0:154:dbe5:83ae:18c6] has joined #wesnoth-dev 20140515 01:37:51-!- groggy [~chatzilla@24-182-87-155.dhcp.hckr.nc.charter.com] has joined #wesnoth-dev 20140515 01:42:13-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20140515 01:44:40-!- Jetrel_ [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Quit: "The highest possible stage in moral culture is when we recognize that we ought to control our thoughts." - Charles Darwin] 20140515 01:45:03-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140515 01:47:38-!- irker383 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140515 01:47:38< irker383> wesnoth: Chris Beck wesnoth:master bd977e5666b3 / src/scripting/lua.cpp: fixup lua warning related to synchronize_choice http://git.io/5_Ox6A 20140515 01:47:38< irker383> wesnoth: Chris Beck wesnoth:master a9274bddc605 / src/scripting/lua.cpp: fixup "Lua SUF Error", now it reports on error log as well as chat http://git.io/Q3sSaw 20140515 01:47:38< irker383> wesnoth: Chris Beck wesnoth:master f7ce1845f343 / src/ (commandline_options.cpp commandline_options.hpp log.cpp log.hpp): add "strict" logging option, to treat e.g. wml warnings as errors http://git.io/cLxmEg 20140515 01:47:39< irker383> wesnoth: Chris Beck wesnoth:master 3cc25fdb573d / run_wml_tests: wml test script defaults to "--log-strict=warning", -s to disable http://git.io/2wrFUA 20140515 01:47:40< irker383> wesnoth: Chris Beck wesnoth:master 8f36bb1d0de7 / run_wml_tests: fixup run_wml_tests http://git.io/Gn7P7g 20140515 01:51:34-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20140515 01:52:30-!- gfgtdf [~chatzilla@f054146151.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 20140515 02:16:27-!- sachith500 [~kvirc@112.134.73.68] has joined #wesnoth-dev 20140515 02:42:40-!- Ivanovic_ [~ivanovic@frnk-5f74e721.pool.mediaWays.net] has joined #wesnoth-dev 20140515 02:44:33-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 252 seconds] 20140515 02:44:34-!- Ivanovic_ is now known as Ivanovic 20140515 02:44:42-!- happygrue [~happygrue@wesnoth/developer/wintermute] has quit [Ping timeout: 240 seconds] 20140515 02:51:28< irker383> wesnoth: Chris Beck wesnoth:master aedbddb1cea2 / run_wml_tests: refactor run_wml_tests script http://git.io/HlnNwA 20140515 02:51:30< irker383> wesnoth: Chris Beck wesnoth:master 2a68ef9706b0 / changelog: update changelog http://git.io/OtM6WA 20140515 02:56:33< iceiceice> gfgtdf: i am thinking that the best solution to all this is 20140515 02:56:41< iceiceice> add something to wesnoth.game_config 20140515 02:57:02< iceiceice> like "run_victory_checks" 20140515 02:57:07< iceiceice> which will default to true but lua can make it false 20140515 02:57:20< iceiceice> and it will just cause check_victory to return immediately when it runs or smth 20140515 02:57:58-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 240 seconds] 20140515 02:58:11< iceiceice> so that Dugi and ST and others can disable it as long as they like and reenable 20140515 03:00:24-!- sachith500|2 [~kvirc@61.245.168.38] has joined #wesnoth-dev 20140515 03:03:02-!- sachith500 [~kvirc@112.134.73.68] has quit [Ping timeout: 265 seconds] 20140515 03:28:31-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140515 03:28:33-!- vultraz [~chatzilla@124.109.10.167] has quit [Read error: Connection reset by peer] 20140515 03:29:07-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20140515 03:43:15< irker383> wesnoth: Chris Beck wesnoth:master d2666bd28f65 / run_wml_tests: run_wml_tests forwards extra arguments on to wesnoth http://git.io/fHSGWQ 20140515 03:53:24< ancestral> Wesnoth was trending on Hacker News earlier today 20140515 03:55:47< ancestral> Made #6 20140515 03:55:48< ancestral> https://news.ycombinator.com/item?id=7741564 20140515 04:00:24-!- kex [~kex@78.157.29.205] has quit [Remote host closed the connection] 20140515 04:01:05-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140515 04:02:15< vultraz> "I've just discovered that one of the biggest contributors [1] is Eric S. Raymond [2], " 20140515 04:02:16< vultraz> ... 20140515 04:02:19< vultraz> ok 20140515 04:04:56< ancestral> Many people know of esr 20140515 04:05:12< ancestral> But don’t know of his involvement with Wesnoth 20140515 04:05:52-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 265 seconds] 20140515 04:17:06< ancestral> “Luck is statistics taken personally.” —Penn Jillette (of Penn & Teller) 20140515 04:23:16-!- groggy [~chatzilla@24-182-87-155.dhcp.hckr.nc.charter.com] has quit [Remote host closed the connection] 20140515 04:37:30-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20140515 04:48:59-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140515 05:00:09-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20140515 05:00:26-!- Ivanovic [~ivanovic@frnk-5f74e721.pool.mediaWays.net] has quit [Changing host] 20140515 05:00:26-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140515 05:02:55-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20140515 05:04:36-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20140515 05:05:08-!- vultraz [~chatzilla@124.109.10.167] has quit [Read error: Connection reset by peer] 20140515 05:05:35-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20140515 05:11:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140515 05:12:11-!- MaraJade [goossenm@osuosl/staff/MaraJade] has quit [Remote host closed the connection] 20140515 05:13:35-!- Sulfur [~Miranda@p5B0099EF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140515 05:17:15-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140515 05:19:58-!- cib [~cib@p5DC74E86.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140515 05:20:20-!- cib is now known as Guest61274 20140515 05:21:34-!- Guest61274 [~cib@p5DC74E86.dip0.t-ipconnect.de] has quit [Client Quit] 20140515 05:21:52-!- cib_ [~cib@p5DC74E86.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140515 05:22:33-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 276 seconds] 20140515 05:42:22-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140515 05:45:06-!- cib_ [~cib@p5DC74E86.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20140515 05:56:40-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: i go nstuf kthxbai] 20140515 06:17:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20140515 06:17:31-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140515 06:34:05-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has quit [Quit: Lost terminal] 20140515 06:37:58-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140515 06:39:04-!- sachith500|2 [~kvirc@61.245.168.38] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140515 06:42:50-!- cib [~cib@132.231.178.72] has joined #wesnoth-dev 20140515 06:43:14-!- cib is now known as Guest54010 20140515 06:50:46-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140515 06:52:19-!- boucman_work [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140515 07:05:16-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140515 07:07:28-!- boucman_work [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 245 seconds] 20140515 07:09:54-!- boucman_work [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140515 07:10:01-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 265 seconds] 20140515 07:10:15-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140515 07:12:29-!- Guest54010 [~cib@132.231.178.72] has quit [Ping timeout: 252 seconds] 20140515 07:27:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20140515 07:30:53-!- Guest54010 [~cib@132.231.178.8] has joined #wesnoth-dev 20140515 07:36:08-!- Guest54010 [~cib@132.231.178.8] has quit [Ping timeout: 252 seconds] 20140515 07:38:42-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Quit: Leaving] 20140515 07:43:50-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20140515 07:46:08-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: End Transmission.] 20140515 07:48:17-!- Guest54010 [~cib@132.231.178.215] has joined #wesnoth-dev 20140515 07:49:27-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140515 07:55:15-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth-dev 20140515 07:57:42< lipkab> https://github.com/wesnoth/wesnoth/graphs/contributors <- What surprises me about this is that apparently many of the top contributors actually remove more code than they add. 20140515 07:58:59< lipkab> shadowm alone made Wesnoth shorter of over a million lines of code! 20140515 08:01:06-!- kex [~kex@78.157.29.205] has joined #wesnoth-dev 20140515 08:03:12< Necrosporus> Seem like moves is dropped to 0 on other side's turn 20140515 08:03:32< Necrosporus> It wasn't this way before 20140515 08:03:39< Necrosporus> (I'm on 1.10.7) 20140515 08:05:50-!- kex [~kex@78.157.29.205] has quit [Ping timeout: 252 seconds] 20140515 08:08:07-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has joined #wesnoth-dev 20140515 08:11:26-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140515 08:15:11-!- Crendgrim [~quassel@wesnoth/forum-moderator/crendgrim] has quit [Ping timeout: 252 seconds] 20140515 08:21:33-!- Guest54010 [~cib@132.231.178.215] has quit [Ping timeout: 265 seconds] 20140515 08:34:22-!- Guest54010 [~cib@132.231.178.161] has joined #wesnoth-dev 20140515 08:44:21-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140515 08:46:02-!- Bodhi-Baum [~Bodhi@dslb-084-063-032-106.pools.arcor-ip.net] has joined #wesnoth-dev 20140515 08:56:58-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20140515 08:57:47-!- groggy [~chatzilla@24-182-87-155.dhcp.hckr.nc.charter.com] has joined #wesnoth-dev 20140515 08:58:40< irker383> wesnoth: Groggy Dice wesnoth:master 65b273edb150 / data/campaigns/ (8 files in 3 dirs): data/campaigns: correct "... then" to "... than" http://git.io/RsASKQ 20140515 08:58:41< irker383> wesnoth: Groggy Dice wesnoth:master cc059b64f6b3 / data/tools/addon_manager/style.css: style.css: no margin-bottom for
http://git.io/AlmB-Q
20140515 08:58:44< irker383> wesnoth: Groggy Dice wesnoth:master ec3c65d4c16a / data/tools/wmllint: wmllint: put off dryrun's verbosity check until after options are processed http://git.io/iEBv7Q
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20140515 10:18:53< Necrosporus> Why are unit races called in single number, like orc, human, merman, except bats which are "bats" instead of "bat"?
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20140515 10:33:52< zookeeper> by mistake, i'd wager
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20140515 10:55:52< Necrosporus> zookeeper, I made same mistake and tried to take a look into official units.cfg to see if it's adopted to use plural or singular as race id
20140515 11:01:18< Necrosporus> Also I really need an article about debugging WML
20140515 11:01:28< Necrosporus> Like how to see which events fired
20140515 11:09:29< Necrosporus> debugging wml is much more painful than writing it
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20140515 11:13:10< AI0867> Necrosporus: that's a general principle of programming
20140515 11:14:46< Necrosporus> AI0867, I don't think so. There are programming languages which are harder to write but easier to debug, like haskell
20140515 11:14:54< Necrosporus> At least it's said to be so
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20140515 11:15:56< Necrosporus> AI0867, my custom ability doesn't work and I have almost no clue why. It worked before, but not now
20140515 11:16:25< Necrosporus> I guess it might be a change within engine, and going to test if it works with 1.10.1 or something
20140515 11:16:34< Necrosporus> That's only clue I have
20140515 11:18:48< Necrosporus> Also [+abilities] {ABILITY_LEADERSHIP_LEVEL_3} [/abilities] in [side] tag (to be applied to leader) seem to replace all other abilities even though I added + after [
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20140515 11:36:51< zookeeper> seeing which events fired is the most trivial thing to check and everyone knows how to do it.
20140515 11:38:25< zookeeper> i can't imagine why you'd pick that as an example
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20140515 11:42:32< Necrosporus> zookeeper, I'm not a part of 'everyone'
20140515 11:42:44< zookeeper> ok, so, let me give you an example
20140515 11:43:06< zookeeper> in the first scenario of HttT, there's a start event which makes konrad and delfador and co speak
20140515 11:43:09< zookeeper> how do you know that event triggered?
20140515 11:43:17< Necrosporus> I know I could add message tag in event temporarily
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20140515 11:43:23< zookeeper> there you go
20140515 11:43:30< zookeeper> that's all you ever need
20140515 11:43:39< Necrosporus> But I'd prefer some other way to debug events
20140515 11:44:03< Necrosporus> Also command :fire / :throw doesn't seem to work for me
20140515 11:46:56< Necrosporus> zookeeper, let's give you other example "warning engine: cannot show message", doesn't say which message it failed to display
20140515 11:47:35< Necrosporus> Though I guess I can do something with --log-errors command line option, but There really should be a page in wiki summarizing debug methods
20140515 11:48:04< Necrosporus> Mentioning how to use command line options, inspector, :lua and so on
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20140515 12:40:47< Necrosporus> Also when I set moves=1000 and max_moves=1000 it seems to stuck when I try to command it attacking a unit, so I have to move it one hex and then onto enemy
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20140515 13:14:09< AI0867> Necrosporus: "Everyone knows that debugging is twice as hard as writing a program in the first place. So if you're as clever as you can be when you write it, how will you ever debug it?"
20140515 13:15:02< Necrosporus> Like that
20140515 13:15:28< Necrosporus> Though I even solved most problems I encountered yet
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20140515 13:18:39< AI0867> or this version: "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it."
20140515 13:19:10< AI0867> or in Linus's words: "You know you're brilliant, but maybe you'd like to understand what you did 2 weeks from now."
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20140515 14:31:39< fabi_> hi
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20140515 14:41:20< Necrosporus> AI0867, by the way, can I remove ai_special=guardian from a unit?
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20140515 15:40:36< AI0867> Necrosporus: why wouldn't you be able to?
20140515 15:42:47< zookeeper> remove the guardian status too
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20140515 15:59:27< irker904> wesnoth: Chris Beck wesnoth:master 4c224247ae5f / run_wml_tests: fixup minor issues with wml test script http://git.io/KwM9FQ
20140515 15:59:29< irker904> wesnoth: Chris Beck wesnoth:master f05366740843 / run_wml_tests: add option to run_wml_tests to change wesnoth binary / binary path http://git.io/EWdeiQ
20140515 15:59:31< irker904> wesnoth: Chris Beck wesnoth:master db08784a55ee / data/ (10 files in 5 dirs): Merge branch 'master' of git://github.com/wesnoth/wesnoth http://git.io/wuQQOw
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20140515 16:05:11< Necrosporus> AI0867, because I do not know how to remove an attribute at all
20140515 16:05:33< Necrosporus> zookeeper, I'm still on 1.10.7, so there's no such status yet I guess
20140515 16:06:08< Necrosporus> Though there's a lot of things I wanted to use which are only available for 1.11, so...
20140515 16:06:25< Necrosporus> for example a reliable sighted event
20140515 16:07:05< Necrosporus> Standard macro doesn't work for me, so I used attack event instead
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20140515 18:23:47< mordante> servus
20140515 18:25:57< mordante> Ivanovic, IIRC Wesnoth compiles with GCC 4.6 in C++0x mode
20140515 18:26:15< shadowm> Necrosporus: You shouldn't be creating content for 1.10.x at this point.
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20140515 18:26:48< shadowm> Just saying.
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20140515 18:31:07< Necrosporus> shadowm, I prefer to fight my own bugs rather than engine bugs... and anyway, I'm trying to stay compatible and as I guess my code should work in 1.11 as well, though never tested
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20140515 18:51:33< Necrosporus> shadowm, by the way, I'm not sure which is a bug, but my ability is broken, while it worked in older versions
20140515 18:52:50< Necrosporus> http://pastebin.com/VVjegSC2
20140515 18:53:12< Necrosporus> Seem like unit.moves drops to 0 when other side turn starts
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20140515 19:02:12< iceiceice> hmm, i noticed in testing that i sometimes (apparently unpredictably) get notices like this on the command line:
20140515 19:02:15< iceiceice> 20140515 14:58:48 error display: could not open image 'buttons/misc/orb-active.png'
20140515 19:02:34< iceiceice> i wonder if sometimes the image path for ellipses is being malformed or smth
20140515 19:02:49< iceiceice> did we ever solve the mysterious missing ellipses problems?
20140515 19:03:18< shadowm> If it's malformed then you should see a similar error in stderr for ellipse paths.
20140515 19:04:02< iceiceice> ok well just thought i should report
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20140515 19:10:15< Necrosporus> iceiceice, I noticed that unit.moves drops to 0 on other side turn, is it a bug of feature?
20140515 19:10:29< iceiceice> i have no idea
20140515 19:12:49< iceiceice> wiki Undocumented Feature: "... used the terms "bug" and "feature" in her reporting of test results to distinguish between undocumented actions of delivered software products that were unacceptable and tolerable, respectively. This usage may have been perpetuated."
20140515 19:13:00< iceiceice> by this standard i would say it's a feature :)
20140515 19:13:39< Necrosporus> But because of it my code is broken
20140515 19:13:51< Necrosporus> and it worked before ... or something
20140515 19:13:55< Necrosporus> http://pastebin.com/VVjegSC2
20140515 19:15:04< iceiceice> idk i guess you could add a check to make it hide also when its not the turn of the side that owns it
20140515 19:16:41< Necrosporus> But I want the unit to be hidden on turns when it didn't move, if the unit moved, it should be visible on other sides trun too
20140515 19:19:17< Ivanovic> mordante: ah, okay
20140515 19:19:28< Ivanovic> i thought a more recent gcc might be required to ensure things really work
20140515 19:23:39< iceiceice> Necrosporus: idk, if there is really no way to implement your ability now then i would say its a bug
20140515 19:23:46< iceiceice> idk why the moves are being set to 0 though,
20140515 19:24:05< iceiceice> but gfgtdf made many changes to make the synchronization mechanism much more reliable and he thought carefully about this stuff
20140515 19:24:33< iceiceice> idk if this change is one of his, but anyways its not clear to me that its a bug / undesirable
20140515 19:25:09< iceiceice> i don't really know how the [hides] thing works tbh
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20140515 19:30:29< mordante> Ivanovic, not entirely sure, but quite sure I used 4.6 to compile Wesnoth
20140515 19:30:58< fabi_> iceiceice: The orb-active.png is simply missing, so the engine is right. I need to catch LordBob and ask him for producing the thing.
20140515 19:31:31< iceiceice> oh ok
20140515 19:31:41< mordante> I'm off bye
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20140515 19:51:51< gfgtdf> Necrosporus, iceiceice: i think i didnt change the vaue of units.move
20140515 19:52:31< iceiceice> ok good to know
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20140515 19:55:45< gfgtdf> shadowm: is #define AAA #enddef the normal way to define flag marcos, to use like #ifdef AAA ..... ?
20140515 19:55:50< gfgtdf> in wml
20140515 19:56:28< shadowm> As far as I know there is no other way.
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20140515 20:00:34< gfgtdf> i just noticed i had to write the #enddef in another line ...
20140515 20:00:47< gfgtdf> works now :)
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20140515 20:01:42< Necrosporus> gfgtdf, can you take a look at http://pastebin.com/VVjegSC2 ?
20140515 20:02:12< Necrosporus> Also I'm on 1.10.7
20140515 20:03:19< gfgtdf> Necrosporus: hm sure i can take a look, but what exactly should i see ?
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20140515 20:03:58< Necrosporus> gfgtdf, this ability should hide the unit when it didn't move and wasn't attacked in current turn
20140515 20:04:16< Necrosporus> s/attacked/bumped into by enemy/
20140515 20:05:16< Necrosporus> So if it's side 1 and did not move (same condition as for 2 hp heal), it should be hidden in side 2,3,4,5... turn and also next side 1 turn
20140515 20:05:57< Necrosporus> if it's side 2, it should be hidden in side 2,3,4... 1, 2 turn
20140515 20:06:26< Necrosporus> if unit moved, then it hides again on the start of next turn of his side
20140515 20:06:48< Necrosporus> At least it's what it meant to be
20140515 20:09:50< gfgtdf> maybe you aksed my becasue iceiceice said befoie i changes that, but i didnt change this, also i didnt change anythinkg in 1.10.7 and have never deveoped anything in wml for 1.10.7. Also i dont see anythign wrong with that code, all i can do is test whether it works on my local installation
20140515 20:10:16< gfgtdf> do you use that ability in a unittype ?
20140515 20:10:54< iceiceice> gfgtdf: sorry i assumed you changed it, tbh its hard for me to guess why we would change this behavior unless it helped syncing somehow
20140515 20:13:52< gfgtdf> iceiceice: there was some othe rissue related to units.moves which is that teh ai cah change the units moves unsynced, somewhere we should make this synced.
20140515 20:13:59< gfgtdf> can change
20140515 20:14:43< iceiceice> y so i guess in that case its being used as a marker
20140515 20:15:18< iceiceice> the ai will decide that it should definitely not move a unit and set it to 0, so that the later stages cant do it
20140515 20:15:27< iceiceice> idk what the best solution is actually,
20140515 20:16:55< iceiceice> maybe the ai can have a stack of game_state objects that it can muck around with that aren't synced
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20140515 20:18:24< gfgtdf> iceiceice: hm copying gamestates migth be too expensive i think just making it synced shouldn't be that hard.
20140515 20:19:31< iceiceice> idk maybe thers a way it can work mostly by references
20140515 20:20:01< iceiceice> if you sync it its sort of conceptually odd, right? its the ai's internal thoughts
20140515 20:23:41< mattsc> iceiceice: no, you actually take moves (or attacks) away from the unit.
20140515 20:24:31< iceiceice> y but its not like a special ability of the units that lets you do it
20140515 20:24:40< iceiceice> its just a hack to help the ai stages communicate with eachother
20140515 20:24:58< iceiceice> its not like we would want users to be able to do the same thing
20140515 20:25:33< iceiceice> idk i ran tests like 5 months ago trying to make a C++ montecarlo ai,
20140515 20:25:46< iceiceice> i found that copying the entire playcontroller in typical scenarios was extremely cheap
20140515 20:25:57< iceiceice> i would have to look at the forum thread to see what the timings were
20140515 20:26:16< iceiceice> but like on the order of 1 ms
20140515 20:26:56< gfgtdf> iceiceice: hm when i did testing i came to teh conclusion that even copying one unit is quiet expensive
20140515 20:27:15< mattsc> iceiceice: it’s more than that a communication tool (at least its implementation in the AI is).
20140515 20:27:18< iceiceice> hmm it might be references vs copy by value i guess
20140515 20:27:46< gfgtdf> iceiceice: also we cannot assume "typical scenarios"
20140515 20:27:48< mattsc> It counts as a change of gamestate, and therefore a CA will not get blacklisted if its execution function does nothing else.
20140515 20:28:25< iceiceice> what does blacklisted mean?
20140515 20:28:48< iceiceice> gfgtdf: it depends on your goals, obviously we have to make some assumptions, some are where we want to have good performance, and some where we give up
20140515 20:28:55< mattsc> If a CA execution does not change the gamestate it will be disabled for the rest of the turn.
20140515 20:29:41< iceiceice> ok so the setting moves to zero thing is both a hack for communciation, and also a workaround of the CA blacklist policy :p
20140515 20:29:52< mattsc> Nope
20140515 20:30:26< mattsc> That’s at most one way of looking at it.
20140515 20:30:36< gfgtdf> mattsc: is the set unit move to zero used by both teh rca ai and teh experimtal lua ai ?
20140515 20:31:10< mattsc> I do not know about the RCA AI, but it is used by a whole bunch of the custom AIs.
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20140515 20:32:00< iceiceice> mattsc: ok well here's my 2 cents. from a purists point of view, the ai should not have special abilities that a human does not have, it should just have special code to think of moves within the shared framework
20140515 20:32:13< iceiceice> if the human players had the abillity to just set units moves to 0 or their attacks to 0,
20140515 20:32:16< iceiceice> that woudl just be bad.
20140515 20:32:20< iceiceice> its always a bad idea to do this,
20140515 20:32:34< mattsc> why?
20140515 20:32:39< iceiceice> and it could lead to things like, players giving up in mp, then setting all their moves to 0 and attacks to 0 and leaving the game
20140515 20:32:52< iceiceice> so it should never be a feature we allow for players
20140515 20:33:03< mattsc> iceiceice: and just for reference, I’m a pragmatist
20140515 20:33:39< iceiceice> ofc, i'm only speaking about ideals
20140515 20:34:05< mattsc> iceiceice: I’m sure I can come up with equally far-fetched examples of why something Wesnoth already does is a bad idea. :D
20140515 20:34:19< iceiceice> hehe i certainly hope so :)
20140515 20:35:18< iceiceice> all i'm saying is, ultimately its more maintainable if the AI uses the same interface as human players, then there's less things that can go wrong
20140515 20:35:26< iceiceice> i think thats a worthy long term goal, even if not practical in the near future
20140515 20:35:51< mattsc> iceiceice: I acknowledge your purist view, but why should we change this now that it has been around for so long since will definitely break backward compatibility.
20140515 20:36:09< mattsc> Well, you kind of answered that there ...
20140515 20:36:24< gfgtdf> mattsc: do you think we can implement stopunit as: http://pastebin.com/jAXwqcwC
20140515 20:36:29< gfgtdf> or similar ?
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20140515 20:37:09< mattsc> gfgtdf: probably
20140515 20:39:48< mattsc> And I am not claiming at all that the existing AIs cannot be written without stopunit commands. Of course you can. But to me it sounds like you’re going to break backward compatibility and create more work for people for something that isn’t necessary.
20140515 20:40:05< mattsc> So I am voting against it. But feel free to ignore that. :)
20140515 20:42:51< gfgtdf> mattsc: against what ?
20140515 20:43:16< mattsc> Removing ai.stopunit*
20140515 20:43:39< gfgtdf> no i didnt plan to do that
20140515 20:44:00< gfgtdf> i just thatought about changin itns implementation to what i said above
20140515 20:44:04< mattsc> but iceiceice wants to (unless I am misundertanding something, which is entirely likely)
20140515 20:44:04< gfgtdf> changing
20140515 20:44:45< iceiceice> mattsc: im only speaking up because there have been some other cases where gfgtdf enforced parity between ai and humans
20140515 20:44:46< mattsc> That still removes ai.stopunit() and replace it by just stopunit()
20140515 20:44:57< iceiceice> which i think is a good thing
20140515 20:45:14< iceiceice> if we are going to have stop unit then syncing it is probably a good thing i guess
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20140515 20:45:28< iceiceice> i imagine that if its not synced you coudl get oos somehow
20140515 20:45:47< iceiceice> for example with Necrosporus's ability
20140515 20:46:29< gfgtdf> mattsc: i said "or similar" ... makign it ai. .... is rally no problem
20140515 20:47:24< mattsc> gfgtdf: ok
20140515 20:47:40< Necrosporus> gfgtdf, yes, I use it in unit type
20140515 20:47:42< mattsc> iceiceice: I don’t disagree with you on a conceptual level.
20140515 20:48:03< mattsc> Anyways, I have said what I wanted to say. You guys do what you think is best.
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20140515 20:49:23< iceiceice> gfgtdf:
20140515 20:49:25< Necrosporus> iceiceice, I think AI must not fiddle with unit.moves, if it doesn't want to move unit it should use some other variable which is not used by WML except AI WML
20140515 20:49:56< iceiceice> Necrosporus: unfortunately that's not really feasible for the near future
20140515 20:51:37< iceiceice> gfgtdf: i'm goign to write a flag i think
20140515 20:51:42< iceiceice> wesnoth.game_config.skip_check_victory
20140515 20:51:53< gfgtdf> iceiceice: in 1.12?
20140515 20:51:56< iceiceice> hopefully it will stop the complains about increased victory checks
20140515 20:51:57< iceiceice> yeah
20140515 20:52:15< gfgtdf> does it skips the checks after attacks too ?
20140515 20:52:21< iceiceice> what i'm thinking it will do is
20140515 20:52:28< iceiceice> be similar to "victory when enemies defeated"
20140515 20:52:47< iceiceice> check_victory will just check this flag and abort if it is set
20140515 20:52:57< iceiceice> and you can toggle it at will in lua
20140515 20:53:30< Necrosporus> iceiceice, how should I implement the ability then?
20140515 20:53:44< iceiceice> Necrosporus: maybe you can watch for move events or smth?
20140515 20:54:14< iceiceice> gfgtdf: i think i will make it run not immedaitely in check_victory,
20140515 20:54:16< gfgtdf> Necrosporus: do you think that the reason for teh ability not woring is teh ai ?
20140515 20:54:28< iceiceice> b/c check_victory also makes some changes about carryover sides when it sees things are defeated
20140515 20:55:11< Necrosporus> gfgtdf, I do not know, I just noticed it was not working and then I checked inspect and see that unit.moves was dropped to 0
20140515 20:55:28< Necrosporus> gfgtdf, could you test my code and say if it works for you?
20140515 20:55:37< gfgtdf> Necrosporus: you coudl check whether you also have this problem in humanvs huan games
20140515 21:00:47< gfgtdf> Necrosporus: i tested the code and it works for me
20140515 21:01:28< gfgtdf> Necrosporus: do you use it in a [unit_type] not inside a [unit], [object] [effect] or similar ?
20140515 21:02:32< Necrosporus> Seems it's related with AI
20140515 21:02:34< mattsc> Necrosporus: how about using the ‘resting’ key in a unit. Isn’t that what it’s for? (Having said that, I have not used it myself)
20140515 21:04:00< Necrosporus> Maybe
20140515 21:04:08< Necrosporus> I can't remember why I didn't use it
20140515 21:08:43< iceiceice> hmm i am looking at the code, i think that we have a problem where we will get OOS if someone uses "game_config::poison_amount" and tries to reload the save file
20140515 21:08:54< iceiceice> at least i dont see where this is being serialized
20140515 21:09:18< Necrosporus> By the way I seem to get OOS when I reload replays of my single player scenario
20140515 21:09:33< gfgtdf> Necrosporus : which version ?
20140515 21:10:10< Necrosporus> 1.10.7
20140515 21:11:17< gfgtdf> Necrosporus: hmm there are a lot of changes between 1.10 and 1.12 and i dont know abut 1.10, but do you know what exatly triggeres the oos ?
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20140515 21:12:20< Necrosporus> I dunno, but the errors are saying amount of damage differs
20140515 21:12:31< Necrosporus> maybe it's related with random start time?
20140515 21:12:50< gfgtdf> Necrosporus: ye thoat coudl be teh reason
20140515 21:13:31< iceiceice> yea thats a known bug
20140515 21:13:34< iceiceice> its fixed in 1.13
20140515 21:13:37< gfgtdf> Necrosporus: even in current 1.12 random stat time is very bugged and we seriously thought about removing ti.
20140515 21:13:38< iceiceice> 1.12
20140515 21:13:44< gfgtdf> iceiceice: really ?
20140515 21:13:46< iceiceice> idk i mean these bugs have been around for ever
20140515 21:13:48< Necrosporus> What about 1.10?
20140515 21:13:49< iceiceice> i can no longer reproduce it
20140515 21:13:52< iceiceice> in 1.12 or 1.13
20140515 21:13:57< iceiceice> and i wrote this in bugs.w.o a long time ago
20140515 21:14:17< iceiceice> the code that sets random start time is seriously screwd up and unsafe,
20140515 21:14:37< iceiceice> but i think what happened is when thunderstruck refactored he moved it to take place before the scenario had been transmitted
20140515 21:14:40< iceiceice> so it doesnt make oos anymore
20140515 21:14:46< iceiceice> he denies any responsbility though :p
20140515 21:15:37< iceiceice> we did think seriosuly about removing it thouhg because the implementation is really atrocious
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20140515 21:17:01< iceiceice> Necrosporus: its bugged in 1.10
20140515 21:17:11< iceiceice> if you test in 1.12 i would appreciate :)
20140515 21:17:54< Necrosporus> But it's not out yet, is it?
20140515 21:18:06< gfgtdf_> iceiceice: i really think we shoudl just rmeove it
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20140515 21:19:19< iceiceice> idk if it now works i dont think we should remove it, but yeah rewrite would be good
20140515 21:19:24< iceiceice> wesbot: bug #15948
20140515 21:19:25< wesbot> Bug #15948 Assigned to: Iurii Chernyi Status: Ready For Test Priority: 5 - Normal
20140515 21:19:28< wesbot> Summary: Random TOD does not work in MP campaigns, causes OOS
20140515 21:19:30< wesbot> Original submission: 1. Enable random_start_time for a non-first MP campaign s
20140515 21:19:33< wesbot> cenario,2. Join MP server with two distinct clients,3. Start that MP campaig
20140515 21:19:36< wesbot> URL: http://gna.org/bugs/?15948
20140515 21:19:37< Necrosporus> Actually seem no mainline campaigns use random start time
20140515 21:20:01< iceiceice> if we remove it we will have to change all the damn guis around :p
20140515 21:20:22< Necrosporus> so it's bugged even for single player scenarios?
20140515 21:20:32< Necrosporus> replay gives errors
20140515 21:20:37< iceiceice> generally if something is buggy in mp it will also bug the replays
20140515 21:20:45< gfgtdf> iceiceice: wre should make a setter/getter to time of day in lua and then we can implement a RANDOM_TOD marco which uses that.
20140515 21:20:48< iceiceice> or at least you can expect it
20140515 21:21:12< iceiceice> gfgtdf: will it still be configurable in the scenario set up screen though/
20140515 21:21:19< iceiceice> i guess it could become a modification
20140515 21:21:46< gfgtdf> iceiceice: ye makin a modifiaction for taht wouldnt be hard
20140515 21:22:43< iceiceice> idk i guess modifications are still a bit buggy though :p
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20140515 21:23:26< iceiceice> i have to go, bbl
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20140515 21:47:23< gfgtdf> is there a way to make "hidden" elememnt in lua gui2 ?
20140515 21:48:29< gfgtdf> in my case because i want to change an elements value and than the value is too small so my plan was to make a 'hidden' element with the same linked_group that contains the larger text.
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20140515 22:12:10< gfgtdf> ok i found another solution for my problem
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20140515 23:21:32< gfgtdf> does any1 else here think that luas wesnoth.have_file is unsafe ? the code wesnoth.have_file("./C:\\Windows\\notepad.exe") successfuly told me that the file C:\Windows\notepad.exe exists.
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20140515 23:23:24< shadowm> Huh, I always assumed both it and #ifhave were subject to the same restrictions as file inclusions (i.e. never do anything outside Wesnoth's data, config, and userdata dirs).
20140515 23:25:27< shadowm> :lua print(wesnoth.have_file('/etc/hosts')) gives me 'false', though. Perhaps the restriction assumes that a path like yours doesn't mean anything to Windows.
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20140515 23:29:45< shadowm> Oh.
20140515 23:29:53< shadowm> I see now.
20140515 23:31:30< shadowm> Great job, ruining my Wesbreak like that. :p
20140515 23:38:39-!- Octalot_ [~noct@87.113.142.209] has quit []
20140515 23:44:34 * shadowm is writing a bug report.
20140515 23:55:36< shadowm> gfgtdf: Please see https://gna.org/bugs/index.php?22042 , and preferably post any other findings there (not here).
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20140515 23:56:52< Necrosporus> error scripting/lua: [string "print(wesnoth.have_file("/etc/hosts"))"]:1: attempt to call field 'have_file' (a nil value) stack traceback: [string "print(wesnoth.have_file("/etc/hosts"))"]:1: in main chunk
20140515 23:57:45 * shadowm pats Necrosporus on the head.
20140515 23:58:34 * Necrosporus hisses and prints shadowm's /etc/hosts
20140515 23:58:48< shadowm> http://wiki.wesnoth.org/LuaWML#Miscellaneous, halfway through the list.
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--- Log closed Fri May 16 00:00:00 2014