--- Log opened Mon Dec 22 00:00:34 2014 20141222 00:04:34-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20141222 00:20:02-!- happygrue [~Laptop@2601:6:4380:909:b9c2:7c15:ee72:ce9d] has joined #wesnoth-dev 20141222 00:20:13-!- happygrue [~Laptop@2601:6:4380:909:b9c2:7c15:ee72:ce9d] has quit [Changing host] 20141222 00:20:13-!- happygrue [~Laptop@wesnoth/developer/wintermute] has joined #wesnoth-dev 20141222 00:28:36-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20141222 01:04:38-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 01:26:23-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20141222 01:27:37< Necrosporus> I have switched difficulty to hard and then droided my side and the AI won newertheless 20141222 01:28:03< Necrosporus> Is it ok in a campaign if even AI could win a scenario on hard? 20141222 01:31:46< iceiceice> i think it would be up to the maintainer of the campaign if something like that would be an issue 20141222 01:32:11< iceiceice> i'm not aware of any general rules about gameplay in mainline campaigns 20141222 01:37:52< Necrosporus> also if droided player side wins you see defeat as result nevertheless 20141222 01:40:54< iceiceice> yes 20141222 01:41:10< iceiceice> that is known, 20141222 01:41:33< iceiceice> i had mentioned some plans before to address this 20141222 01:41:51< iceiceice> in 1.10 there were many different controller types (values of side.controller) 20141222 01:41:53< iceiceice> human 20141222 01:41:54< iceiceice> ai 20141222 01:41:56< iceiceice> network 20141222 01:41:58< iceiceice> network_ai 20141222 01:41:59< iceiceice> human_ai 20141222 01:42:02< iceiceice> null 20141222 01:42:19< Necrosporus> what's a human_ai? 20141222 01:42:31< iceiceice> it doesn't exist anymore, we eliminated it because it was confusing 20141222 01:42:33< Necrosporus> and what droid command do? 20141222 01:42:37< iceiceice> but basically it was "droided human" 20141222 01:43:00< iceiceice> now, droid alternates between "human" and "ai" 20141222 01:43:25< Necrosporus> Is it going to be fixed in 12.0? 20141222 01:43:25< iceiceice> the problem with "human_ai" is that, althouhg its a good idea to have a "fake ai" that is just playing for a person, 20141222 01:43:31< iceiceice> it should not be implemented in controller 20141222 01:43:36< iceiceice> because then it is a special case for every other function 20141222 01:43:51< iceiceice> and it is also serialized in the save game, causing confusion during game setup 20141222 01:44:05< iceiceice> it is not going to be fixed in 1.12 20141222 01:44:23< iceiceice> i guess i will fix it now in 1.13 20141222 01:44:23< Necrosporus> Also are you aware that you could not currently set password in multiplayer game? 20141222 01:44:35< iceiceice> i think i knew that but idk if there is a bug report 20141222 01:44:44< Necrosporus> There is one 20141222 01:44:47< iceiceice> ok thank you 20141222 01:44:58< Necrosporus> It's not made by me 20141222 01:45:07< iceiceice> well thanks for pointing it out anyways 20141222 01:47:18< Necrosporus> By the way, if you see a bug report filled with windows as OS, what do you do usually, check it in GNU/Linux (or whatever OS you are currently running) or wait for someone with windows to reproduce it? 20141222 01:47:54< Necrosporus> For this one is filled with windows but it seem to not be OS specific 20141222 01:51:27< Necrosporus> iceiceice, do you have any idea how should one choose a difficulty if he's playing a campaign first time? 20141222 01:52:08< Necrosporus> Seems like most of campaigns are imbalanced and in some ones hard difficulty might be too easy while in other even easy is nearly impossible 20141222 01:52:24-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 01:53:27< iceiceice> Necrosporus: i usually read all bug reports, sometimes i can give useful advice without reproducing, or if it is serious and no one responded, i can at least use git and figure out who to assign to 20141222 01:54:18< iceiceice> any time someone can or cannot reproduce a bug, i look at that as valuable info that is worth a comment 20141222 01:54:48< Necrosporus> Some bugs are very easy to reproduce 20141222 01:54:58< Necrosporus> For example multiplayer password one 20141222 01:55:07< Necrosporus> Did no developers never tested it? 20141222 01:55:15< iceiceice> i didn't test it yet 20141222 01:56:31< iceiceice> that is the kind of bug that, if i look at the code and i don't immediately see the problem, i would just try to bisect it... 20141222 01:56:53< iceiceice> the next time i have a few hours where i have to do something annoying 20141222 01:57:19< iceiceice> it is completely menial to bisect a bug like that, anyone can do it 20141222 01:57:32< iceiceice> you just have to recompile wesnoth like 7 or 8 times or something 20141222 01:57:46< Necrosporus> Not really, not everyone could use git at all 20141222 01:58:04< iceiceice> yeah but you don't need to know anything to use git this way 20141222 01:58:10< shadowm> Not everyone has beefy rigs to do that either. 20141222 01:58:13< Necrosporus> Also recompiling is quite boring if you got a weak CPU 20141222 01:58:23< iceiceice> if you are just watching a movie or grading papers or something, 20141222 01:58:33< iceiceice> you can do "git bisect ..." 20141222 01:58:39< iceiceice> compile, go back to whatever... 20141222 01:58:53< iceiceice> 30 minutes - an hour later check the screen when you think of it 20141222 01:58:54< iceiceice> test 20141222 01:58:57< iceiceice> mark good or bad 20141222 01:58:59< iceiceice> compile again ... 20141222 01:59:01< Necrosporus> I still won't do that unless I got a fast CPU 20141222 01:59:27< iceiceice> i think i bisected two bugs in a day once when i had to grade finals last year 20141222 02:00:02< iceiceice> idk i don't think you need a beefy rig for this... even travis compiles in < an hour 20141222 02:00:31< Necrosporus> What is a beefy rig? You mean a fast CPU? 20141222 02:00:41< shadowm> Since Wesnoth is a game and not a classic Unix tool, bisecting is hardly ever a task that can run fully unattended. 20141222 02:00:55< iceiceice> idk its all relative 20141222 02:01:06< iceiceice> shadowm: i'm not saying its unattended 20141222 02:01:09< iceiceice> only the compiling part is 20141222 02:01:10< shadowm> If I were doing something else not on my computer I'd forget that I was waiting for a build to finish. 20141222 02:01:38< iceiceice> yeah i do that frequently, i usually need to put a post-it note somewhere or i forget about it 20141222 02:02:04< Necrosporus> You could run make -j5 ; mplayer somesound 20141222 02:02:15< Necrosporus> So you will hear when it's finished 20141222 02:02:25< iceiceice> i often play loud music 20141222 02:02:30< iceiceice> or i go to a coffee shop 20141222 02:02:36< Necrosporus> then use pkill player 20141222 02:02:37< iceiceice> i guess i could make it turn the music off :) 20141222 02:02:53< iceiceice> i really don't like when a song is interrupted though 20141222 02:03:06< iceiceice> post-it note works fine 20141222 02:03:21< iceiceice> anyways usually its better if i'm not notified, i'm supposed to be grading papers or some shit 20141222 02:03:43< iceiceice> it only takes a minute or two to check a bug like this one 20141222 02:04:19< iceiceice> the other thing that's annoying about it is if you actually want to develop wesnoth features at the same time, 20141222 02:04:19< shadowm> If there is a bug for the password issue I surmise thunderstruck might be able to look into it. 20141222 02:04:31< iceiceice> but if you use git-new-workdir then its not an issue either 20141222 02:04:37< Necrosporus> Anyway I guess it must be quite easy to spot if you know which c-file is responsible for checking mp password or whatever 20141222 02:04:46< shadowm> C++, not C. 20141222 02:05:06< shadowm> And no, not really. I'm still trying to locate exactly where the config for wesnothd is emitted. 20141222 02:05:11< iceiceice> i mean its hard enough that whoever broke it didn't realize :p 20141222 02:06:54< shadowm> I found it but at first glance the password should be sent and also set correctly. 20141222 02:07:59< shadowm> Yep, it's sent. 20141222 02:08:08< shadowm> This is rather troubling. :) 20141222 02:08:52< iceiceice> bisect first, ask questions later :) 20141222 02:09:00< shadowm> I'd dare guess now that the implementation of password-based control is done all on the client side. 20141222 02:09:08< shadowm> *access control 20141222 02:09:40< shadowm> And it somehow didn't make it through the MP client refactoring. 20141222 02:09:55< Necrosporus> So a modified client could join a passworded game even if player doesn't know the password? 20141222 02:10:16< shadowm> Yes and no. It's just a guess, it's not confirmed or anything. 20141222 02:10:19< Necrosporus> Even when it worked correctly before? 20141222 02:10:32< shadowm> There could be some other kind of shenanigans at work here. 20141222 02:12:29< vultraz> iceiceice: why did you put hotkey_handler*.*pp in src/ and not src/hotkey? 20141222 02:12:57< iceiceice> its more closely associated with the X_controllers 20141222 02:13:13< iceiceice> if the play_controller objects ever go in a "controllers" folder then i think ti should go there, not hotkey 20141222 02:13:22< iceiceice> also menu_events and mouse_events probably 20141222 02:13:25< vultraz> ah 20141222 02:14:12< shadowm> Oh, I see. 20141222 02:14:19< shadowm> The password is sent but it has the wrong parent node. 20141222 02:14:47< shadowm> So the server doesn't really see it even if it's there. 20141222 02:15:14< shadowm> I'll commit the fix in a few. 20141222 02:18:33< irker799> wesnoth: Charles Dang wesnoth:master 9725e7aa83df / projectfiles/CodeBlocks/wesnoth.cbp: Updated codeblocks projectfile http://git.io/bFzgbg 20141222 02:25:51-!- happygrue [~Laptop@wesnoth/developer/wintermute] has quit [Remote host closed the connection] 20141222 02:26:29< irker799> wesnoth: Ignacio R. Morelle wesnoth:1.12 6221971368c2 / changelog players_changelog src/multiplayer_connect_engine.cpp: mp: Fix game password being sent under the wrong parent node (bug #23015) http://git.io/J4gt6w 20141222 02:26:32< irker799> wesnoth: Ignacio R. Morelle wesnoth:master 3217cebaf075 / changelog players_changelog src/game_initialization/connect_engine.cpp: mp: Fix game password being sent under the wrong parent node (bug #23015) http://git.io/zFn7Vw 20141222 02:33:10< irker799> wesnoth: mattsc wesnoth:master a8dd14b58471 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Update Xcode project file http://git.io/3DYvEA 20141222 02:33:49-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 02:35:41< Necrosporus> Did you test if it now works? 20141222 02:40:01< Necrosporus> Are orcs orcs or orks? 20141222 02:51:42< shadowm> No, I didn't test it when I first committed it, but rather 50 seconds later. 20141222 02:52:56< Necrosporus> What could be said regarding Malin Keshar personality? Is he insane as some people in main thread said? 20141222 02:53:34< Necrosporus> and did necromancy corrupt him or not? 20141222 02:53:35< shadowm> As for your second question, I'm sure you've already checked yourself. 20141222 02:54:01-!- BrianM [~BrianM@142.167.134.47] has joined #wesnoth-dev 20141222 02:54:16< Necrosporus> I know orcs are spelled with c, but it doesn't mean it's a "right" spelling 20141222 02:54:32< shadowm> Whatever spelling we use is the right one within the context of Wesnoth. 20141222 02:54:47< shadowm> This goes for everything else as well. 20141222 02:56:50< iceiceice> it would be kind of funny if we intentionally misspelled "elf" and then just stuck to our guns on it 20141222 02:57:30< vultraz> elph 20141222 02:58:03< shadowm> Clearly it's ælf. 20141222 02:58:56< Necrosporus> What do you think about using macros to make certain units invincible in a way not visible by player? (force chances to kill macro) 20141222 02:59:22< vultraz> It depends on the story 20141222 02:59:22< shadowm> It's a thing you can do and which generally confuses and infuriates players. 20141222 02:59:46-!- BrianM [~BrianM@142.167.134.47] has quit [] 20141222 03:00:15< shadowm> iceiceice: Oh yeah, I didn't bisect. 20141222 03:00:20< shadowm> Like, at all. 20141222 03:00:21< Necrosporus> True. But it's said it's used in AtS. Though i didn't play yet 20141222 03:00:48< iceiceice> good job 20141222 03:02:57< iceiceice> Necrosporus: so there is a bad thing about changing droid though, 20141222 03:03:10< iceiceice> sometimes you do actually want to change the controller types 20141222 03:03:14< iceiceice> like from ai to human 20141222 03:03:16< iceiceice> or something 20141222 03:03:19< iceiceice> if there are bugs in mp create 20141222 03:03:24< iceiceice> for instance, like currently in 1.12 20141222 03:03:44< iceiceice> the old droid (1.10) would do some pretty wierd stuff, 20141222 03:03:55< iceiceice> i think for "actual" ai sides it would just make them human 20141222 03:04:09< iceiceice> but for human sides, it will just make them fake ai 20141222 03:04:12< iceiceice> ("human_ai") 20141222 03:04:22< iceiceice> so if you droid an ai side twice it is trapped as a human_ai 20141222 03:04:57< vultraz> wtf? I just noticed, besides no longer being able to navigate out of my userdata folder with config-dir= set, now I takes me from Documents/wesnoth-git/userdata to Documents/ if I don't usethe switch 20141222 03:05:07< vultraz> someone dun fucked up the file chooser dialog... 20141222 03:05:14< Necrosporus> It might be a good thing to isolate ai from inner game mechanic so there is no difference between ai and human controller at all 20141222 03:05:27< Necrosporus> but that might be quite hard to implement 20141222 03:05:42< iceiceice> yeah... i dont think it can be backwards compatibly done probably, 20141222 03:05:54< iceiceice> because right now "victory" vs "defeat" is determined by whether sides are AI or not 20141222 03:08:24< Necrosporus> But that's a wrong way I guess. victory and defeat should be determined by team which is a player team 20141222 03:08:44< Necrosporus> if player team kills enemy leaders it's a victory 20141222 03:09:36< iceiceice> the way it works now its something like, 20141222 03:09:47< iceiceice> for each side, check if its defeated according to its "defeat condition" 20141222 03:10:09< iceiceice> if there is still a conflict among not defeated sides (there are two not defeated sides which are not allied), the game continues 20141222 03:10:23< iceiceice> the first time this isn't the case "enemies defeated" is fired i think 20141222 03:10:35-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 03:10:39< iceiceice> and if victory when enemies defeated is on then you should get victory if you still exist 20141222 03:11:08< iceiceice> if not, the game will continue until your last side is destroyed 20141222 03:11:45< iceiceice> i guess "controller = AI" just means that the side is not a player side 20141222 03:12:03< iceiceice> and "controller = HUMAN" means its your side 20141222 03:13:07< Necrosporus> Not necessarily 20141222 03:13:13< Necrosporus> There might be allied AI sides 20141222 03:13:24< iceiceice> generally you are defeated though 20141222 03:13:31< Necrosporus> Also for story one might want to make the AI to play entire scenario 20141222 03:13:32< iceiceice> if your army is destroyed but your ai allies still live 20141222 03:14:28< iceiceice> i can't remember all the details atm, 20141222 03:14:52< iceiceice> i think you can have ai on ai battles, the game doesn't end just because there are no human sides yet, 20141222 03:14:55< Necrosporus> Story only scenarios are quite common but some devs might want to even make use of AI controlling player's units in order to kill the enemy (plus perhaps some way to protect player's unit whilie it does) 20141222 03:14:57< iceiceice> but when it does end you are probably defeated 20141222 03:15:14< Necrosporus> And that's wrong 20141222 03:15:19< iceiceice> why? 20141222 03:15:56< Necrosporus> Player side should be determined by special flag like player_team= 20141222 03:16:16< Necrosporus> by default it would be a side which has controller=human 20141222 03:16:19< irker799> wesnoth: Charles Dang wesnoth:master 64eae325d2ce / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: dropped the force CTH on Dela, since a mechanism for her fleeing already http://git.io/stp8Jg 20141222 03:16:22< irker799> wesnoth: Charles Dang wesnoth:master 8727e01f1524 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Merge branch 'master' of github.com:wesnoth/wesnoth http://git.io/SoEqpw 20141222 03:16:29< vultraz> Necrosporus: ^ 20141222 03:17:08< Necrosporus> Though I guess there's another issue with this scenario. I has unlimited turns right? 20141222 03:17:20< Necrosporus> So it could be used to farm gold indefinitely 20141222 03:17:44< Necrosporus> I am not sure if it's a bad thing though. Also I didn't use it this way when I played it 20141222 03:18:09< shadowm> vultraz: Please do not exceed 80 characters for commit subjects. The subject should be a concise summary, not a paragraph. 20141222 03:18:09< Necrosporus> But some players kill all enemies and wait for gold to accumulate 20141222 03:18:41< vultraz> I never understood the 80 characters thing 20141222 03:18:53< iceiceice> idk man its like twitter 20141222 03:18:59< Necrosporus> It's the lenght of string on standard terminal 20141222 03:18:59-!- happygrue [~Laptop@wesnoth/developer/wintermute] has joined #wesnoth-dev 20141222 03:19:07< vultraz> we're not living in an era of tiny terminals, who do so many things in programming still stick to 80 characters 20141222 03:19:09< iceiceice> github truncates the display if you go over and puts ... 20141222 03:19:20< Necrosporus> So if summary is short enough it would fit onto one line in the terminal 20141222 03:19:42< Necrosporus> vultraz, I use 80x24 terminal windows 20141222 03:19:54< shadowm> GitHub's limit is around 60+something, actually, but I don't care about GitHub. 20141222 03:19:55< vultraz> s/terminals/tiny computer screens 20141222 03:20:23-!- Ivanovic_ [~ivanovic@frnk-5f74e066.pool.mediaWays.net] has joined #wesnoth-dev 20141222 03:20:45< Necrosporus> Is it ok when turns are not limited? 20141222 03:21:07< iceiceice> Necrosporus: i think its reasonable to say that the player should be defeated only if his entire team is defeated, but that's not currently how it works i guess 20141222 03:21:34< iceiceice> part of it is because the victory / defeat is used to determine if they continue to the next scenario i think 20141222 03:21:48< iceiceice> and usually defeated sides are not supposed to continue, even if their team does 20141222 03:22:11< vultraz> interesting thing here, though.. 20141222 03:22:23< vultraz> you die if you 'kill' dela even though she flees 20141222 03:22:37< vultraz> s/die/lose 20141222 03:22:52-!- Ivanovic [~ivanovic@frnk-5f75197e.pool.mediaWays.net] has quit [Ping timeout: 250 seconds] 20141222 03:23:20< Necrosporus> vultraz, I guess you are supposed to be defeated when you kill village people 20141222 03:23:29< vultraz> yes 20141222 03:23:35< vultraz> I'll filter out dela 20141222 03:23:40< Necrosporus> But 20141222 03:23:48< vultraz> though perhaps they hate you for trying to kill her? 20141222 03:23:52< Necrosporus> Why not to be defeated when you kill her too? 20141222 03:24:02< shadowm> How in the world do you get to her without killing villagers? 20141222 03:24:07< Necrosporus> They hate you for killing drogan or use of necromancy 20141222 03:24:13< vultraz> you can't 20141222 03:24:16< Necrosporus> shadows 20141222 03:24:17-!- Ivanovic_ is now known as Ivanovic 20141222 03:24:47< Necrosporus> anyway there's something odd with this scenario, I would recommend to play it or something before changingh 20141222 03:25:24< Necrosporus> What are you supposed to do? Kill no citizen beside Drogan and flee (with or without defeating orcs)? 20141222 03:26:36< shadowm> I've never had a problem sticking to the objectives there. 20141222 03:26:36-!- Jetrel [~Jetrel@c-73-164-34-22.hsd1.mn.comcast.net] has quit [Ping timeout: 256 seconds] 20141222 03:26:36< Necrosporus> Also what if you (player) think that you should not kill Drogan? There is no option to prevent the hero from doing a wrong thing and it's a little annoying 20141222 03:27:09< Necrosporus> The problem is not meeting the objectives but story reasons 20141222 03:27:16< Necrosporus> Why can't you do what you want? 20141222 03:27:35< vultraz> I'm thinking, alternative objective to kill the orcs 20141222 03:27:35< shadowm> If you are asking this kind of questions, I might as well ask why isn't there an option to not use necromancy at all and have Malin become a visual artist instead? 20141222 03:27:36< Necrosporus> If you want to massacre all the people in your home town, why should you not be allowed to? 20141222 03:27:59< Necrosporus> There is an option to not use necromancy in first scenario 20141222 03:28:04< vultraz> if you kill the orcs before killing drogan, some dialog 20141222 03:28:12< Necrosporus> But even if you do not use it drogan says you were banished 20141222 03:28:14< vultraz> but you still have to flee 20141222 03:28:49< Necrosporus> This is second issue I remember from reading the forum thread 20141222 03:29:10< Necrosporus> (you could win first scenario using only three loyal human units) 20141222 03:29:30< vultraz> no, if you do not use necromancy in scenario 1, the ending dialog is different 20141222 03:29:56< Necrosporus> ending dialog from 1st scenario is different but dialog in 7th one is not 20141222 03:30:11< Necrosporus> drogan says you were banished even if you were not 20141222 03:30:12< vultraz> 7th? 20141222 03:30:14< vultraz> you mean 6th 20141222 03:30:22< Necrosporus> yes 20141222 03:30:22< vultraz> I'll add some conditions 20141222 03:30:50< Necrosporus> But you are patching whatever is there instead of rethinking whole storyline 20141222 03:30:58< iceiceice> clearly, someone should make a "skyrim" campaign 20141222 03:31:07-!- Jetrel [~Jetrel@c-73-164-34-22.hsd1.mn.comcast.net] has joined #wesnoth-dev 20141222 03:31:41< vultraz> I'm patching because it's all that's needed 20141222 03:31:44< shadowm> I don't know anything about Skyrim, but I guess from the context that it's some kind of sandboxy RPG thing? 20141222 03:31:57< vultraz> shadowm: openworld 20141222 03:32:24< shadowm> I.e. sandboxy. 20141222 03:32:25< loonycyborg> boring invincible hero simulator :P 20141222 03:32:27< Necrosporus> There are multiplayer rpg scenarios and some attempts for singleplayer ones 20141222 03:33:39< vultraz> huh. seems the malin_used_necromancy variable is never cleared 20141222 03:33:47< vultraz> guess it was supposed to be used later 20141222 03:34:36< Necrosporus> It might be used in 6th scenario I guess 20141222 03:34:40< vultraz> yes 20141222 03:35:14< vultraz> I will add some alternate dialog 20141222 03:35:14-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20141222 03:35:33-!- iceiceice [~chris@50.245.222.235] has joined #wesnoth-dev 20141222 03:35:33-!- iceiceice [~chris@50.245.222.235] has quit [Changing host] 20141222 03:35:33-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20141222 03:36:40< iceiceice> shadowm: skyrim is a bit like grand theft auto in a fantasy setting, in some ways, that was why i brought it up 20141222 03:36:59< shadowm> Gah, I don't know that either. 20141222 03:37:12< vultraz> you know nothing, jon morell 20141222 03:37:18< iceiceice> oh man, that was a game i actually did play when i was younger :O 20141222 03:37:25< iceiceice> gta is like open world, no rules 20141222 03:37:30< Necrosporus> shadowm, did you hear about any of TES games? Arena, Daggerfall, Morrowind, Oblivion? 20141222 03:37:31< shadowm> So sandbox. 20141222 03:37:34< iceiceice> you can follow the plot if you want or just blow things up 20141222 03:37:39< iceiceice> and rob strangers 20141222 03:38:03< iceiceice> i guess you can think of it as sandbox, i think its different from like gary's mod though 20141222 03:38:10< Necrosporus> There are free games, like vegastrike 20141222 03:38:36< Necrosporus> where you could also do whatever you want 20141222 03:41:02< vultraz> hipster shadowm, hasn't played any of the classic games from the first decade of the 21st century 20141222 03:41:20< vultraz> well, Skyrim and GTAV are this decade 20141222 03:41:31< iceiceice> there aren't actually any games afaik where you can actually become a visual artist... maybe this is the final frontier :) 20141222 03:42:22< shadowm> Yeah vultraz, sure, it's obviously by my own choice, let's go with that. 20141222 03:42:47< vultraz> ESVIII...the Dragonborn's quest to find a copy of Photoshop 20141222 03:43:43< vultraz> along the way, he will face temptation from the evil MS Paint and the sneaky GIMP 20141222 03:44:57< iceiceice> sneaky GIMP = "furtive pigmy" from dark souls? :p 20141222 03:46:00< vultraz> I haven't played Dark Souls :P 20141222 03:46:15< vultraz> I hear it's agonizingly frustrating 20141222 03:46:46< iceiceice> yeah its one of those games 20141222 03:47:39< vultraz> shadowm: it's not too late to educate yourself...there's even a steam sale right now 20141222 03:47:42< vultraz> go buy something 20141222 03:49:29< iceiceice> nah you should just wait until you can get all these games for free 20141222 03:49:44< iceiceice> i never played portal, this was apparently a great sin 20141222 03:50:03< iceiceice> someday maybe i guess 20141222 03:50:06< shadowm> vultraz: Give me money and then I might consider it. 20141222 03:51:57< iceiceice> if i had spare money i might go on vacation to russia :p 20141222 03:54:51< vultraz> RUSSIA??? 20141222 03:54:59< vultraz> of all the places you could go, RUSSIA??? 20141222 03:56:04< iceiceice> ruble is way down, and gas is really cheap now, 20141222 03:56:10< iceiceice> i could do a little motorcycle tour maybe :) 20141222 03:56:34< iceiceice> crimea is supposed to be nice, right? that's why they jacked it from ukraine? 20141222 03:58:02< Necrosporus> vultraz, but it's proprietary 20141222 03:59:03-!- BrianM [~BrianM@cctmpq030bw-142167134047.dhcp-dynamic.FibreOp.qc.bellaliant.net] has joined #wesnoth-dev 20141222 03:59:29< Sirp> iceiceice: strategic. :p 20141222 03:59:42< Sirp> warm water port. 20141222 04:03:03< vultraz> I would not go to Russia 20141222 04:03:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 264 seconds] 20141222 04:03:59< Sirp> in Soviet Russia, you do not go to Russia, Russia go to you! 20141222 04:05:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 04:08:23< vultraz> ahahaha 20141222 04:17:12-!- oldlaptop [~quassel@50-108-67-218.adr01.mskg.mi.frontiernet.net] has quit [Ping timeout: 258 seconds] 20141222 04:18:12-!- oldlaptop [~quassel@50-108-67-218.adr01.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20141222 04:19:57< irker799> wesnoth: Chris Beck wesnoth:master 5732ed504dbf / src/ (8 files in 2 dirs): add proxy_controller type to teams http://git.io/fYC66Q 20141222 04:20:19< iceiceice> gfgtdf: ^ 20141222 04:25:01< iceiceice> Sirp: hehe 20141222 04:25:15< iceiceice> ok be back later folks 20141222 04:25:16-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20141222 04:31:48-!- new_one [~new_one@50.15.126.83] has quit [Quit: WeeChat 1.0.1] 20141222 04:34:27-!- happygrue [~Laptop@wesnoth/developer/wintermute] has quit [Ping timeout: 258 seconds] 20141222 04:35:02-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Bye for now] 20141222 04:39:40-!- travis-ci [~travis-ci@ec2-54-146-140-140.compute-1.amazonaws.com] has joined #wesnoth-dev 20141222 04:39:40< travis-ci> wesnoth/wesnoth#5167 (master - 5732ed5 : Chris Beck): The build was broken. 20141222 04:39:40< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/44788838 20141222 04:39:40-!- travis-ci [~travis-ci@ec2-54-146-140-140.compute-1.amazonaws.com] has left #wesnoth-dev [] 20141222 04:41:42-!- happygrue [~Laptop@wesnoth/developer/wintermute] has joined #wesnoth-dev 20141222 04:47:29-!- happygrue [~Laptop@wesnoth/developer/wintermute] has quit [Ping timeout: 258 seconds] 20141222 04:51:28-!- Pepe_ [~ppjet@anderith.bouah.net] has quit [Quit: leaving] 20141222 04:58:57-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 05:05:13-!- Jetrel [~Jetrel@c-73-164-34-22.hsd1.mn.comcast.net] has quit [Read error: Connection reset by peer] 20141222 05:05:13-!- Jetrel_ [~Jetrel@c-73-164-34-22.hsd1.mn.comcast.net] has joined #wesnoth-dev 20141222 05:11:17-!- oldlaptop [~quassel@50-108-67-218.adr01.mskg.mi.frontiernet.net] has quit [Ping timeout: 240 seconds] 20141222 05:14:57-!- ancestral [~ancestral@174-20-188-51.mpls.qwest.net] has joined #wesnoth-dev 20141222 05:19:08-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 05:19:10-!- oldlaptop [~quassel@50-108-67-218.adr01.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20141222 05:30:40-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 05:35:19< irker799> wesnoth: Chris Beck wesnoth:master 3c69e774f92d / src/ (menu_events.cpp team.cpp): fix strict compilation (fixes up HEAD^) http://git.io/tUUs7Q 20141222 05:38:20< irker799> wesnoth: Chris Beck wesnoth:master db12a4874abc / .travis.yml: travis: enable all tests on the gcc build again http://git.io/D2G0XA 20141222 05:44:34-!- ppjet [~ppjet@anderith.bouah.net] has joined #wesnoth-dev 20141222 05:45:03-!- ppjet is now known as Pepe_ 20141222 05:47:26-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 05:53:59-!- BrianM [~BrianM@cctmpq030bw-142167134047.dhcp-dynamic.FibreOp.qc.bellaliant.net] has quit [] 20141222 06:00:15-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has joined #wesnoth-dev 20141222 06:00:15< travis-ci> wesnoth/wesnoth#5168 (master - 3c69e77 : Chris Beck): The build was fixed. 20141222 06:00:15< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/44791673 20141222 06:00:15-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has left #wesnoth-dev [] 20141222 06:05:34-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20141222 06:08:10< irker799> wesnoth: Chris Beck wesnoth:master ec22a8645aef / src/hotkey_handler.cpp: hotkey_handler: use accessors instead of friend access for gamemap http://git.io/KDg7AA 20141222 06:09:41< vultraz> zookeeper: so Necrosporus brought up the issue that DiD S6 should have different dialog if you didn't use Necromancy in the first scenario 20141222 06:09:55< vultraz> S1 already has an alternate ending if you don't 20141222 06:10:00< vultraz> but S6 assumes you did 20141222 06:10:51< zookeeper> where does it assume that? 20141222 06:11:18< vultraz> "I had hoped you would never return, Malin. You have been banished, and now return." 20141222 06:12:01< vultraz> IMHO, then there should also be some dialog if you decide to kill the orcs but not Drogan 20141222 06:13:05< vultraz> I removed the CTH on Dela so the event where she flees can actually happen 20141222 06:18:13< fabi> CTH? 20141222 06:18:57 * zookeeper shrugs 20141222 06:19:04< zookeeper> if you want to write some extra dialogue for that, then fine 20141222 06:20:58-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has joined #wesnoth-dev 20141222 06:20:58< travis-ci> wesnoth/wesnoth#5169 (master - db12a48 : Chris Beck): The build was fixed. 20141222 06:20:58< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/44791812 20141222 06:20:58-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has left #wesnoth-dev [] 20141222 06:24:10-!- ancestral [~ancestral@174-20-188-51.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20141222 06:31:30< Necrosporus> vultraz, also what you quoted sounds quite quirky because of repeated word 'return' 20141222 06:31:46< Necrosporus> But I guess you can't put it into 1.12 anyways because of string freeze 20141222 06:32:44< vultraz> fabi: chance to hit 20141222 06:32:55< vultraz> specifically, force chance to hit 20141222 06:33:29< fabi> Necrosporus: 1.12 is no longer string frozen. 20141222 06:34:15< Necrosporus> Is it possible to change a string in the scenario but update all translation files so they point to the new string? 20141222 06:34:25< irker799> wesnoth: Chris Beck wesnoth:master 736bf298c061 / src/ (hotkey_handler.cpp hotkey_handler.hpp hotkey_handler_sp.cpp): hotkey_handler: add some helper functions to clean up syntax http://git.io/hD1KNQ 20141222 06:34:30< vultraz> yes...we do that all the time 20141222 06:35:12< Necrosporus> So you could change it in english but leave as it is in other languages till maintainers decide if they need other translation (e.g. you only changed spelling without impact on semantics) 20141222 06:35:25< irker799> wesnoth: Chris Beck wesnoth:master 3101348e5ede / .travis.yml: travis: enable tests on the C++11 build http://git.io/CEgegQ 20141222 06:35:35< Necrosporus> "I had hoped you would never return, Malin. You have been banished, and now return." 20141222 06:35:42< Necrosporus> Does it sound fine in English? 20141222 06:35:44-!- ancestral [~ancestral@174-20-188-51.mpls.qwest.net] has joined #wesnoth-dev 20141222 06:36:35< Necrosporus> Is there someone who knows how to spell old-english like sentences? 20141222 06:36:59< vultraz> The double return is awkward 20141222 06:36:59< vultraz> I will fix it 20141222 06:37:07-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20141222 06:37:30-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20141222 06:37:41-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20141222 06:37:47< iceiceice> Necrosporus: the thing about droid should be fixed now on master btw 20141222 06:38:26< iceiceice> ancestral: idk if you saw this thing about os x nightly build, 20141222 06:38:43< iceiceice> i seem to have a proof of concept thing working, 20141222 06:38:50< ancestral> Necrosporus: Espreon does though he’s been inactive for quite some time 20141222 06:38:55< ancestral> iceiceice: I haven’t 20141222 06:39:02< iceiceice> in that i have a script which, when i run it, mostly seems to result in OS x binaries 20141222 06:39:16< iceiceice> https://github.com/cbeck88/wesnoth/releases 20141222 06:39:36< iceiceice> however its pretty ugly and should be changed, 20141222 06:39:42< iceiceice> also i don't have a good way to schedule it to run regularly 20141222 06:40:07< ancestral> I thought Wesnoth was using a Jenkins CI 20141222 06:40:24< iceiceice> yeah but (1) i don't have access to that 20141222 06:40:33< ancestral> Someone does 20141222 06:41:13< iceiceice> hmm maybe i misread, are you saying that it should use jenkins instead of travis or just use jenkins to trigger the travis build? 20141222 06:41:18< ancestral> Can you hook onto a GitHub project when a new build is triggered? 20141222 06:41:22< iceiceice> i mean i think we could just put a cron job or something on baldras 20141222 06:41:31< ancestral> iceiceice: jenkins/travis 20141222 06:41:35< ancestral> CI build 20141222 06:41:48< ancestral> Oh 20141222 06:41:49< ancestral> Sorry 20141222 06:41:55< ancestral> In terms of nightly, yes 20141222 06:42:04< ancestral> cron job would probably do the trick 20141222 06:42:27< iceiceice> so the thing is, 20141222 06:42:29< ancestral> Sorry, I forgot what we were talking about briefly 20141222 06:42:45< iceiceice> the travis-ci deploy script only seems to work when you make a tagged commit 20141222 06:43:12< iceiceice> also it doesn't like if the file was previously released it seems, 20141222 06:43:23< iceiceice> the way my script works is like, 20141222 06:43:27< ancestral> That script must be editable 20141222 06:43:42< iceiceice> idk its some ruby file 20141222 06:43:49< irker799> wesnoth: Charles Dang wesnoth:master 7176ae03761b / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: reworded a sentence to alleviate an double 'return' http://git.io/Fdf_9A 20141222 06:44:04< iceiceice> ancestral: the thing is, when you deploy to github it wants it to be a "release" 20141222 06:44:08< iceiceice> and releases must be associated to tags 20141222 06:44:24< iceiceice> travis-ci has many other deploy platforms that could be considered, 20141222 06:44:32< iceiceice> but this was the most obvious to me 20141222 06:44:40< iceiceice> the way my script works, 20141222 06:44:46< iceiceice> i made a branch called "deploy-os-x" 20141222 06:45:02< iceiceice> which has a commit which deletes .travis.yml, and a commit which replaces it with the os x build and deploy .travis.yml 20141222 06:45:14< iceiceice> my script rebases this branch onto master after updating master, 20141222 06:45:19< iceiceice> then it deletes a tag called "os-x-nightly" 20141222 06:45:24< iceiceice> and retags the tip of this branch 20141222 06:45:31< iceiceice> and pushes with force to my personal fork 20141222 06:45:41< iceiceice> so, pretty ugly 20141222 06:47:09< iceiceice> i don't think its a good idea to have a script that force pushes after rebasing things related to the main wesnoth repo... 20141222 06:47:18< iceiceice> we could have some "official" os-x nightly repo 20141222 06:47:30< iceiceice> or it could just be an unofficial thing 20141222 06:47:43< iceiceice> another option which i just thought of is, 20141222 06:47:52< iceiceice> i guess we could have a cron job that just makes a daily tag on the official repo 20141222 06:48:25< iceiceice> idk if github has a limit on how many releases we can make, how many binaries they will host.... 20141222 06:48:26< shadowm> And then we'll have 365 more tags after a year? 20141222 06:48:34< iceiceice> sure 20141222 06:48:38< iceiceice> idk its just a thought 20141222 06:48:42< shadowm> I'd rather not, really. 20141222 06:48:45< iceiceice> yeah 20141222 06:49:02< shadowm> Force-pushing a designated "internal use only" tag seems more sane. 20141222 06:49:53< shadowm> Though I don't remember what happens when pulling and a tag changes target. Perhaps Git doesn't even notice. 20141222 06:50:31< iceiceice> yeah i remember being surprised by this, 20141222 06:50:40< iceiceice> apparently you can delete tags without force pushing? 20141222 06:50:52< shadowm> git push :branch-or-tag-name, yes. 20141222 06:51:41< shadowm> But if you create the ref again, the net effect downstream should be identical to force pushing. 20141222 06:52:18< shadowm> For tags, and branches which don't point to a descendant of the previous branch ref. 20141222 06:52:48< iceiceice> i mean, will it force everyone to discard their history you mean? 20141222 06:52:59< iceiceice> it sounds like moving tags around isn't really rewriting histoyr 20141222 06:53:08< iceiceice> as strange as that sounds 20141222 06:53:24< shadowm> I said the procedure it's equivalent in theory, but I don't know what the practical effects for either are. 20141222 06:54:01< shadowm> I assume that for *tags* (not branches), Git simply won't attempt to fetch a tag you already have unless you explicitly ask it to do so and then may complain about the remote tag not matching yours. 20141222 06:55:00< shadowm> But I'm probably wrong since this is essentially how I would implement it. I really don't remember ever encountering a rewritten tag upstream. 20141222 06:55:14< iceiceice> i mean ivanovic retagged something recently i remember 20141222 06:55:31< iceiceice> i think i was suprised that it didn't give any conflicts 20141222 06:55:46< shadowm> Really? I only remember that one time he made a simple tag instead of an annotated tag, for one of the 1.11.x releases. 20141222 06:56:06< iceiceice> i thought one of the RC's was retagged 20141222 06:56:07< shadowm> I opted for the safest approach and left the original tag alone, adding my own annotated tag with a "-retag" suffix. 20141222 06:57:04< shadowm> Hm, if that happened then it must've taken place during the small window of time between tagging and emailing packagers. 20141222 06:58:03< matthiaskrgr> regarding d5fa4bc ( Revert "Compress images with zopflipng." ) are there screenshots of how the glitches looked like ? 20141222 06:59:27< shadowm> I don't know if anyone took any, but there were all kinds of masking issues with shroud, some multi-hex terrains (???), and glitching water-to-sand transitions. That was what I saw in the test scenario, anyway; others might've found even more issues. 20141222 07:00:22< matthiaskrgr> hrmm 20141222 07:00:38< matthiaskrgr> well I'll build myself and see if I can reproduce 20141222 07:00:40< shadowm> I suspect the program in question might have corrupted non-32-bit RGBA images, in particular the one hex mask image. 20141222 07:01:02< matthiaskrgr> too bad nobody put the applied compression-command into the git commit message 20141222 07:01:13< shadowm> Hm, actually, the hex mask is 32-bit RGBA. 20141222 07:01:29< shadowm> Okay, my theory sucks. 20141222 07:02:23< matthiaskrgr> zopflipng has --lossy_transparent and --lossy_8bit flags, maybe these caused problems 20141222 07:02:52< shadowm> Wesnoth/SDL_image never had a problem with indexed 8-bit images, if that's what the latter produces. 20141222 07:03:42< zookeeper> someone posted screenshots here 20141222 07:03:59< irker799> wesnoth: Charles Dang wesnoth:master 185535b13029 / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: some alternate starting dialog depending on if Malin used necromancy in http://git.io/55WK3w 20141222 07:04:10< vultraz> zookeeper: ^ 20141222 07:04:19< shadowm> Right. Though I'd say a video would convey the effects better. 20141222 07:05:11< matthiaskrgr> 06:02 < vultraz> [04:22:21] WHAT THE FUCK 20141222 07:05:11< matthiaskrgr> 06:02 < vultraz> [04:23:44] https://www.dropbox.com/s/hec50blqq04xdpz/wesnoth1.13%2Bdev%20post-image%20compress.png?dl=0 20141222 07:05:14< matthiaskrgr> :D 20141222 07:05:58< shadowm> vultraz: "Better to face the orcih menace" -- typo on line 239. 20141222 07:06:20< vultraz> blegh 20141222 07:07:07< vultraz> (as you can see, parts are deviated from the S1 ending text if malin did use necromancy) 20141222 07:07:26< shadowm> No, I did not see. I only checked HEAD's diff. 20141222 07:07:46< zookeeper> looks ok to me. it's almost an easter egg anyway since i bet it's really rare to not recruit any WCs. 20141222 07:07:48< shadowm> Too lazy to read the rest. 20141222 07:08:04< irker799> wesnoth: Charles Dang wesnoth:master a095ea2a4865 / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: fixed two typos of mine http://git.io/hlOL0Q 20141222 07:09:43-!- ancestral [~ancestral@174-20-188-51.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20141222 07:12:41< vultraz> Necrosporus: ^ 20141222 07:14:25< iceiceice> shadowm: 20141222 07:14:27< iceiceice> 20141024 18:48:59< irker473> wesnoth: ivanovic wesnoth: 262cca75b395 tagged as TAGNUMBER 20141222 07:14:27< iceiceice> 20141024 18:49:06< mattsc> Ivanovic: I probably won’t be able to do the OS X package until I get home tonight anyway, so no rush 20141222 07:14:27< iceiceice> 20141024 18:49:41< mattsc> TAGNUMBER? 20141222 07:14:27< iceiceice> 20141024 18:50:09< irker473> wesnoth: Nils Kneuper wesnoth:1.12 08f2f3f4cf33 / Doxyfile changelog players_changelog src/wesconfig.h: post release version bump to 1.11.18+dev http://git.io/nH7l3g 20141222 07:14:28< iceiceice> 20141024 18:50:12< Ivanovic> ugh... 20141222 07:14:30< iceiceice> 20141024 18:51:07< Ivanovic> can someone rename / copy over that TAGNUMBER to 1.11.18 ? 20141222 07:14:32< iceiceice> 20141024 18:51:11< Ivanovic> shadowm: maybe you? 20141222 07:14:56< iceiceice> i don't think that actually requried force push to fix, unless i'm mistaken 20141222 07:14:58< shadowm> Did I do that? 20141222 07:15:08< shadowm> But yeah, that of course doesn't require force pushing anything. 20141222 07:15:20< shadowm> !tag 1.11.18 20141222 07:15:22< shikadibot> shadowm: Tag 1.11.18, revision 262cca75b395 (Nils Kneuper) on Fri Oct 24 18:28:51 2014: 20141222 07:15:25< shikadibot> shadowm: bump version to 1.11.18 20141222 07:15:27< shikadibot> shadowm: Web interface URL: https://github.com/wesnoth/wesnoth/commit/262cca75b395 20141222 07:15:37< shadowm> Okay, just making sure I didn't forget to do it. 20141222 07:15:51< shadowm> It'd be rather embarassing if it were the case. 20141222 07:17:00< iceiceice> the only part that's surprising to me is that when i fetch upstream git doesn't cmplain about it, 20141222 07:17:08< iceiceice> i mean it makes sense its not a branch, sot heres no "merge" involved 20141222 07:17:32< iceiceice> but still i feel like i'd be happier if tag 1.11.18 were somehow set in stone 20141222 07:18:10< shadowm> Everything is set in stone until somebody replaces the stone. 20141222 07:18:58< iceiceice> well i mean, if i force push master and delete all the commits made today everyones repo will blow up and there will be a mailing list conversation 20141222 07:19:07< iceiceice> if the 1.12.0 tag got moved... no one would know probably 20141222 07:19:52< iceiceice> i guess it doesn't really matter because you can search for the "1.12.0" commit 20141222 07:20:13< shadowm> So you verified this is how it works for tags, or are you just running with my speculation? 20141222 07:20:33< iceiceice> i'm remembering that when that tag got changed, git did not complain about a history mismatch 20141222 07:20:38< iceiceice> and i was watching for this 20141222 07:20:42< iceiceice> i haven't rtfm on this 20141222 07:20:44< shadowm> 1.11.18? 20141222 07:20:48< iceiceice> yes 20141222 07:21:00< shadowm> But we just came to the conclusion that it didn't exist in the first place. 20141222 07:21:55< iceiceice> hmm maybe it comes down to that 20141222 07:21:57< shadowm> It only got written once after an equivalent misnamed "TAGNUMBER" tag was created before it. 20141222 07:23:33< iceiceice> even so, i guess it means that if 1.11.18 were deleted upstream, no ones repo would complain 20141222 07:24:01< iceiceice> but that's not that big a deal 20141222 07:24:06< shadowm> Yeah, I don't think deleting things upstream has a concrete effect when pulling downstream. 20141222 07:27:22< iceiceice> hmm from browsing stack overflow, it sounds like, running git fetch generally will not re-fetch tags that changed upstream 20141222 07:29:01< Necrosporus> By the way, aren't falcons stronger than bats? And cheeper still 20141222 07:33:22< Necrosporus> vultraz, there is repetitive 'taught' 20141222 07:33:42< Necrosporus> Also I'm not sure if it's a good idea to repeat the sentence exactly 20141222 07:34:06< vultraz> Necrosporus: ? 20141222 07:34:21< vultraz> oh 20141222 07:34:22< vultraz> deerrrpppp 20141222 07:35:00< irker799> wesnoth: Charles Dang wesnoth:master 3e1b015669fe / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: fixed a can-can http://git.io/rSVMVA 20141222 07:35:29< vultraz> Necrosporus: ^ 20141222 07:52:03< irker799> wesnoth: Charles Dang wesnoth:master 0c05062bfd25 / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: removed an unnecessary filter http://git.io/Ls8jjA 20141222 07:52:06< irker799> wesnoth: Charles Dang wesnoth:master dd09239bbb3f / data/campaigns/Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg: DiD S6: cleared malin_used_necromancy on victory http://git.io/NNieow 20141222 07:56:18-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20141222 08:02:42< irker799> wesnoth: Charles Dang wesnoth:master 57994313c5a0 / data/campaigns/Descent_Into_Darkness/scenarios/ (02_Peaceful_Valley.cfg 04_Beginning_of_the_Revenge.cfg 06_Return_to_Parthyn.cfg): DiD: moved some relevant bits into victory events http://git.io/sNNLfw 20141222 08:28:29-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20141222 08:29:32< irker799> wesnoth: Chris Beck wesnoth:master 81a64ce3ce2e / src/ (8 files in 3 dirs): move "can_recruit_from"/on checks to class game_state http://git.io/Vk5KjQ 20141222 08:29:34< irker799> wesnoth: Chris Beck wesnoth:master 148bf46ad29a / src/ (game_board.cpp game_board.hpp game_state.cpp game_state.hpp hotkey_handler.cpp): move "side_can_recruit_on" logic from hotkey_handler to game_state http://git.io/lVKMdg 20141222 08:29:36< irker799> wesnoth: Chris Beck wesnoth:master 02ab3dac4b75 / src/ (10 files in 3 dirs): Merge branch 'move_some_code_to_gamestate' http://git.io/0kBqXg 20141222 08:53:21-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20141222 08:53:43-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 08:53:58-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20141222 09:15:21-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20141222 09:18:55-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 09:24:06< thunderstruck> shadowm, Is there a bug report for that password issue? 20141222 09:24:37-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 09:27:25-!- boucman_2 is now known as boucman_work 20141222 09:27:33-!- boucman_work [~jrosen@bob75-2-81-56-46-209.fbx.proxad.net] has quit [Changing host] 20141222 09:27:34-!- boucman_work [~jrosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20141222 09:30:16< Necrosporus> thunderstruck, it is and it's probably already fixed 20141222 09:30:50-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 09:39:06-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20141222 09:44:18< irker799> wesnoth: Chris Beck wesnoth:master 70ac93b9d860 / src/ (game_board.cpp game_board.hpp play_controller.cpp): move check_victory game logic to class game_board http://git.io/QvDGyw 20141222 10:03:58-!- localuser- [~none@gateway/tor-sasl/localuser-] has joined #wesnoth-dev 20141222 10:04:25< irker799> wesnoth: Chris Beck wesnoth:master 7ea08820c695 / src/game_events/ (manager.cpp manager.hpp pump.cpp pump.hpp): add reset_display function to manager, pump (allows late binding) http://git.io/VsiMvw 20141222 10:15:00-!- cib0 [~cib@132.231.178.134] has joined #wesnoth-dev 20141222 10:16:28-!- mjs-de [~mjs-de@f048192057.adsl.alicedsl.de] has joined #wesnoth-dev 20141222 10:25:17-!- localuser- [~none@gateway/tor-sasl/localuser-] has quit [Ping timeout: 250 seconds] 20141222 10:27:37-!- localuser- [~none@gateway/tor-sasl/localuser-] has joined #wesnoth-dev 20141222 10:33:31-!- localuser- [~none@gateway/tor-sasl/localuser-] has quit [Ping timeout: 250 seconds] 20141222 10:49:57-!- kex [~kex@77.28.110.48] has joined #wesnoth-dev 20141222 10:54:23-!- kex [~kex@77.28.110.48] has quit [Ping timeout: 240 seconds] 20141222 11:01:37-!- AI0867 [~ai@wesnoth/developer/ai0867] has quit [Ping timeout: 240 seconds] 20141222 11:02:40-!- AI0867 [~ai@wesnoth/developer/ai0867] has joined #wesnoth-dev 20141222 11:08:37-!- mjs-de [~mjs-de@f048192057.adsl.alicedsl.de] has quit [Remote host closed the connection] 20141222 11:19:35-!- kex [~kex@77.28.110.48] has joined #wesnoth-dev 20141222 11:20:24-!- cib0 [~cib@132.231.178.134] has quit [Ping timeout: 258 seconds] 20141222 11:47:22-!- DCW [~Thunderbi@cpc66866-finc15-2-0-cust47.4-2.cable.virginm.net] has joined #wesnoth-dev 20141222 12:00:33-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20141222 12:35:43-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20141222 12:36:48-!- Kexoth [~kex@77.29.143.199] has joined #wesnoth-dev 20141222 12:39:22-!- kex [~kex@77.28.110.48] has quit [Ping timeout: 258 seconds] 20141222 12:40:55-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has joined #wesnoth-dev 20141222 12:43:55-!- Gallaecio [~quassel@105.153.165.83.dynamic.mundo-r.com] has quit [Read error: Connection reset by peer] 20141222 12:44:11-!- Gallaecio [~quassel@105.153.165.83.dynamic.mundo-r.com] has joined #wesnoth-dev 20141222 12:49:14-!- Nostromus [5ce060a8@gateway/web/freenode/ip.92.224.96.168] has joined #wesnoth-dev 20141222 12:49:29-!- Nostromus [5ce060a8@gateway/web/freenode/ip.92.224.96.168] has quit [Client Quit] 20141222 12:49:59-!- Nostromus [~chatzilla@g224096168.adsl.alicedsl.de] has joined #wesnoth-dev 20141222 12:52:05< Nostromus> Hi there, one question. I just build wesnoth 1.13 on Ubuntu. After starting wesnoth there is no background image. Anything else to do to get this, or is this just a bug? 20141222 12:54:48< Coffee_irc> hi Nostromus 20141222 12:55:30-!- DCW2 [~Thunderbi@cpc66866-finc15-2-0-cust47.4-2.cable.virginm.net] has joined #wesnoth-dev 20141222 12:55:32< Coffee_irc> just checking you know that 1.13 is the development version and 1.12.0 is the current stable version most people play? 20141222 12:55:42< Nostromus> yes i know 20141222 12:55:52< Coffee_irc> I'm updating my repo at the moment 20141222 12:56:07< Coffee_irc> is this built from git HEAD? 20141222 12:56:11< Nostromus> this is the error message on the console, 13:55:11 error display: could not open image 'maps/background.jpg' 20141222 12:56:12< Nostromus> yes 20141222 12:56:13-!- DCW [~Thunderbi@cpc66866-finc15-2-0-cust47.4-2.cable.virginm.net] has quit [Ping timeout: 272 seconds] 20141222 12:56:47< Nostromus> the error is obvious, i don't have a folder maps with background.jpg 20141222 12:56:55< Coffee_irc> ah 20141222 12:57:06< Coffee_irc> the images can be in an "images" folder 20141222 12:57:19< Coffee_irc> either in wesnoth/images/ 20141222 12:57:25< Coffee_irc> or /wesnoth/data/core/images 20141222 12:58:23< Coffee_irc> the file should be under /wesnoth/data/core/images/maps/background.jpg 20141222 12:58:33< Nostromus> yes there it is 20141222 12:58:54< Nostromus> i run wesnoth without "install", just set the data folder 20141222 12:59:20< Coffee_irc> I'm still compiling and will see if I get the same thing 20141222 12:59:53< Coffee_irc> I'm also running ubuntu 20141222 12:59:58< Nostromus> ok thanks for this, maybe the install routine create the maps folder and copy the image 20141222 13:00:22< Coffee_irc> I use "scons" to make the executable 20141222 13:00:28< Nostromus> perfect 20141222 13:01:56< Nostromus> i used scons build=debug cxxtools=clang++ ccache=true -j 4 20141222 13:02:25< Coffee_irc> unfortunately I don't have that many processors available for compiling 20141222 13:02:55< Nostromus> doesn't matter 20141222 13:03:38< Coffee_irc> have you edited any of the files like data/_main.cfg 20141222 13:04:04< Nostromus> no, checkout and build 20141222 13:04:28-!- irker799 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20141222 13:04:59-!- Kexoth [~kex@77.29.143.199] has quit [Remote host closed the connection] 20141222 13:05:01< Coffee_irc> I'm still compiling here, but it should just pick out the correct path without you having to set anything 20141222 13:05:14< Coffee_irc> oh, ok 20141222 13:05:16< Coffee_irc> I see 20141222 13:05:26< Coffee_irc> the wooden board is there 20141222 13:05:32< Coffee_irc> but not the map over the top 20141222 13:06:40< Coffee_irc> it is saying that one of the images is corrupt here 20141222 13:06:45< Nostromus> the background is black, i see the wesnoth map and menues 20141222 13:06:59< Coffee_irc> this kind of thing happens from time to time with the dev version 20141222 13:09:02< Coffee_irc> hehe, the comments show some reversion 15 hours ago with "compress images with zopflipng" 20141222 13:09:42< Nostromus> yes but i got this yesterday, thats more than 15 hours 20141222 13:10:17< Nostromus> ok, but maybe there is someone working on it 20141222 13:10:54< Nostromus> it isn't bad, was just curious if i missed something to do 20141222 13:11:10< Coffee_irc> just a sec 20141222 13:11:25< Coffee_irc> I will commit a reverted titlescreen from git that isn't corrupted 20141222 13:13:25< Coffee_irc> hmm 20141222 13:14:16< Coffee_irc> it says nothing to commit, but I got it working here by downloading an uncorrupted version of titlescreen.png from https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/core/images/maps/titlescreen.png 20141222 13:16:22< Coffee_irc> Nostromus: do the in-game unit images all appear? 20141222 13:16:27-!- kex [~kex@77.29.143.199] has joined #wesnoth-dev 20141222 13:16:42< Nostromus> that is not the image i was talking about, i see the titlescreen and its fine. It is the background that is missing 20141222 13:16:48< Nostromus> yes all images are fine 20141222 13:16:56< Nostromus> just this one 20141222 13:17:16< Coffee_irc> can you open the file in an image editor or viewer? 20141222 13:17:38< Nostromus> and this because the location not because it is corrupt 20141222 13:18:51< Coffee_irc> so it opens normally? 20141222 13:19:22< Nostromus> yes 20141222 13:19:29< Nostromus> it is the wooden board that is missing 20141222 13:20:20< Coffee_irc> and you definitely have a file wesnoth/data/core/images/maps/background.jpg? 20141222 13:20:35< Nostromus> in data/core/images/maps all images are fine and there 20141222 13:20:40< Nostromus> yes 20141222 13:21:21< Coffee_irc> then I'm sorry but it looks like I can't help you with this 20141222 13:22:20< Nostromus> ok misunderstand the error, the image is there, it can't just be open 20141222 13:22:50< Coffee_irc> something like "error gui/draw: Image: 'maps/background.jpg' not found and won't be drawn."? 20141222 13:23:01< Nostromus> yes exact 20141222 13:23:05< Coffee_irc> ok 20141222 13:23:19< Coffee_irc> go to https://github.com/wesnoth/wesnoth/blob/master/data/core/images/maps/background.jpg 20141222 13:23:46< Coffee_irc> and download the image over the top of wesnoth/data/core/images/maps/background.jpg 20141222 13:23:51< Coffee_irc> and it should work 20141222 13:24:07< Coffee_irc> you can then do a "git reset --hard HEAD" and it will continue to work 20141222 13:24:40< Coffee_irc> why? well, I suspect something funny happened with the reversion of an image optimizer commit 20141222 13:26:32< Nostromus> same error 20141222 13:27:50< Coffee_irc> what language do you have it in? 20141222 13:27:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20141222 13:27:58< Nostromus> german 20141222 13:28:20-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20141222 13:28:21< Coffee_irc> ah 20141222 13:28:31< Coffee_irc> the image location should be different 20141222 13:28:44< Coffee_irc> oh 20141222 13:28:52< Coffee_irc> it is just overlays 20141222 13:29:21< Coffee_irc> well, I don't know then 20141222 13:29:25< Coffee_irc> but this worked for me 20141222 13:29:38< Nostromus> ok, thanks for your help. 20141222 13:30:12-!- DCW2 [~Thunderbi@cpc66866-finc15-2-0-cust47.4-2.cable.virginm.net] has quit [Quit: DCW2] 20141222 13:31:28< Nostromus> i got the error, and i very sorry 20141222 13:31:33< Nostromus> it is the sdl image 20141222 13:31:40< Nostromus> without jpg support 20141222 13:31:49< Nostromus> i compiled it myself 20141222 13:31:51< Coffee_irc> oh, ok 20141222 13:32:09< Nostromus> just rerunning configure and there it is, no jpg supprt 20141222 13:32:10< Coffee_irc> my error was probably due to my changes I made and then reverting them 20141222 13:32:27< Coffee_irc> coincidence that it appeared similarly 20141222 13:32:45< Nostromus> so i have just enabled jpg support, and then it should work 20141222 13:32:52< Coffee_irc> good that you got it working 20141222 13:33:44< Nostromus> i had problems with sdl1.2-dev, so i compiled all sdl libs myself 20141222 13:34:17< Coffee_irc> I did this just the other day 20141222 13:34:39< Coffee_irc> and it wasn't too fun (along with boost and a whole lot of other things) :P 20141222 13:34:51< Nostromus> i agree 20141222 13:39:33< Coffee_irc> one day SDL will probably support new formats like bpg and cause the same issues all over again :) 20141222 13:40:56< Nostromus> maybe, but this doesn't mean that wesnoth will be using bpg ;) 20141222 13:41:36< iceiceice> Nostromus: wow i didn't realize we required jpg support 20141222 13:41:44< iceiceice> we should probably test for that in the scons script... 20141222 13:41:57< Nostromus> wait a mom 20141222 13:42:12< Coffee_irc> iceiceice: yeah, we use that one background image and the intro scene images 20141222 13:42:29< Nostromus> there is a grammar error, i didn't get this working , not yet 20141222 13:42:49< Nostromus> i saw that i'm missing jpg support in sdl_image 20141222 13:43:08< Nostromus> and thought that must be it 20141222 13:43:22< Nostromus> but... still not working 20141222 13:44:02< Nostromus> sorry my english is not that good 20141222 13:48:49< Nostromus> yeah it is working 20141222 13:48:56< Nostromus> thanks for your help 20141222 13:49:05< Nostromus> and yes, it is the jpeg support 20141222 13:50:24< Nostromus> libjpeg-dev is needed 20141222 13:52:55< iceiceice> Coffee_irc: yeah i guess we should document this then 20141222 13:54:22< Coffee_irc> iceiceice: or change the images over to png? 20141222 13:54:31< Coffee_irc> there are only a couple from what I can see 20141222 13:54:45< iceiceice> i mean for 1.12 at least the dep should be documented 20141222 13:54:55< iceiceice> do you know why they were made jpg? 20141222 13:55:00< Coffee_irc> no 20141222 13:55:11< Coffee_irc> but maybe that's the format the artists made them 20141222 13:55:25< iceiceice> hmm 20141222 13:55:31< Coffee_irc> there was a special thread for the revamped background if I remember correctly 20141222 13:55:35< Coffee_irc> on the forums 20141222 13:57:05< Coffee_irc> zookeeper did the maps, but I'm not sure if lord bob did the wooden background? 20141222 13:58:49< iceiceice> hmm so my feeling is that, libjpeg is pretty much everywhere... 20141222 13:59:15< iceiceice> so I don't see a reason to say "we can't have jpegs in the game" 20141222 13:59:37< iceiceice> so i would favor to just add jpeg support as a requirement 20141222 13:59:49< iceiceice> but it also might make sense to say "only pngs for simplicity" 20141222 14:00:09-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20141222 14:00:20< Coffee_irc> in core there is only the background image and a couple of landscape images 20141222 14:00:25-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20141222 14:00:39< Coffee_irc> iceiceice: in core there is only the background image and a couple of landscape images 20141222 14:01:00< vultraz> png is not optimal for large images 20141222 14:01:15< Coffee_irc> that makes sense then 20141222 14:01:31< iceiceice> i thought jpeg was mostly about photorealistic images 20141222 14:01:45< Coffee_irc> and it wouldn't be used for portraits because of the need for transparency 20141222 14:02:17< Coffee_irc> iceiceice: jpeg is lossy compression with artifacts 20141222 14:02:50< zookeeper> Coffee_irc, i did both 20141222 14:03:16< Coffee_irc> zookeeper: you did a good job then :) 20141222 14:03:35< Coffee_irc> I've gotten used to it and can't really use the old images anymore 20141222 14:03:36< zookeeper> _o> 20141222 14:03:59< iceiceice> wikipedia: "JPEG is a commonly used method of lossy compression for digital images, particularly for those images produced by digital photography." 20141222 14:04:19< zookeeper> iceiceice, they're jpg for filesize 20141222 14:04:32< iceiceice> i thought it was based on some assumptions about fourier coefficients in photos or something 20141222 14:04:53< iceiceice> hmm ok 20141222 14:05:13< iceiceice> what do you guys think we should do, list jpeg as an official dependency? 20141222 14:05:40< Coffee_irc> bpg is better and more interesting academically :) http://bellard.org/bpg/lena.html 20141222 14:06:55< Nostromus> notice: you need libjpeg only if you build sdl_image yourself 20141222 14:06:58< Coffee_irc> I think that jpeg should be listed as an official dependency 20141222 14:08:03< zookeeper> for example the wood bg is 440kb as a jpg (could probably compress a bit more without visible artifacts), whereas as a png it'll be >3mb 20141222 14:09:36< iceiceice> ok, im not going to do anything about it, i'm going to sleep 20141222 14:09:49< iceiceice> Nostromus: thanks for reporting 20141222 14:09:56-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20141222 14:11:06< Coffee_irc> all good then I suppose 20141222 14:12:48-!- cib0 [~cib@132.231.178.72] has joined #wesnoth-dev 20141222 14:32:09-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has quit [Quit: Konversation terminated!] 20141222 14:33:01-!- irker218 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20141222 14:33:01< irker218> wesnoth: Lari Nieminen resources:master d23b12de395a / images/maps/background.png: Added lossless version of the map background http://git.io/cffWKQ 20141222 14:34:57-!- lisar [~lisar@50.46.254.43] has joined #wesnoth-dev 20141222 14:35:25 * lisar pokes Jetrel_ 20141222 14:55:19< vultraz> o_o 20141222 14:56:39-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20141222 14:59:36-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 244 seconds] 20141222 15:17:59-!- new_one [~new_one@50.15.126.83] has joined #wesnoth-dev 20141222 15:24:37-!- molgrum [~molgrum@212.85.89.43] has quit [Quit: Lämnar] 20141222 15:27:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] 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17:33:16-!- irker218 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20141222 17:54:05-!- kex [~kex@77.29.143.199] has quit [Read error: Connection reset by peer] 20141222 17:55:01-!- kex [~kex@77.29.143.199] has joined #wesnoth-dev 20141222 17:55:33-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 18:03:03-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 18:04:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20141222 18:07:53-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 258 seconds] 20141222 18:08:26-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Bye for now] 20141222 18:11:56-!- princesslisar [~lisar@50.46.254.43] has joined #wesnoth-dev 20141222 18:13:39-!- lisar [~lisar@50.46.254.43] has quit [Ping timeout: 244 seconds] 20141222 18:19:45-!- irker086 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20141222 18:19:45< irker086> wesnoth: Charles Dang wesnoth:master cd1bf2ad28ad / data/core/help.cfg: Fixed broken help link to Cavalryman http://git.io/H2DPNg 20141222 18:27:47-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20141222 18:28:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20141222 18:29:08< irker086> wesnoth: Charles Dang wesnoth:master e077850ad231 / data/core/help.cfg: Fixed some typos found by spellcheck http://git.io/HLibOQ 20141222 18:40:55-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 18:43:40-!- kex [~kex@77.29.143.199] has quit [Remote host closed the connection] 20141222 18:43:58-!- kex [~kex@77.29.143.199] has joined #wesnoth-dev 20141222 19:00:32-!- Sulfur [~Miranda@p5B327F9B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20141222 19:01:34< irker086> wesnoth: Charles Dang wesnoth:master 8747b8c04cc0 / data/core/terrain.cfg: Removed self-leading help topic link in Cave http://git.io/WofpDg 20141222 19:06:12< vultraz> derp >_> 20141222 19:07:55< irker086> wesnoth: Charles Dang wesnoth:master f5cb10f27682 / data/core/terrain.cfg: Removed self-leading help topic link in Cave http://git.io/nKLZYA 20141222 19:08:02< vultraz> force push FTW 20141222 19:16:07< matthiaskrgr> D: 20141222 19:19:03-!- rkfig [1816e1d3@gateway/web/cgi-irc/kiwiirc.com/ip.24.22.225.211] has joined #wesnoth-dev 20141222 19:20:52-!- happygrue [~Laptop@wesnoth/developer/wintermute] has joined #wesnoth-dev 20141222 19:24:05-!- rkfig [1816e1d3@gateway/web/cgi-irc/kiwiirc.com/ip.24.22.225.211] has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client] 20141222 19:26:58< matthiaskrgr> how do I pass compile flags to the wesnoth build ? 20141222 19:38:10-!- kex [~kex@77.29.143.199] has quit [Remote host closed the connection] 20141222 19:40:31-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has joined #wesnoth-dev 20141222 19:40:31< travis-ci> wesnoth/wesnoth#5184 (master - 8747b8c : Charles Dang): The build has errored. 20141222 19:40:31< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/44857598 20141222 19:40:31-!- travis-ci [~travis-ci@ec2-23-23-56-190.compute-1.amazonaws.com] has left #wesnoth-dev [] 20141222 19:42:58-!- happygrue [~Laptop@wesnoth/developer/wintermute] has quit [Remote host closed the connection] 20141222 20:18:34-!- Gallaecio [~quassel@105.153.165.83.dynamic.mundo-r.com] has quit [Read error: Connection reset by peer] 20141222 20:18:58-!- Gallaecio [~quassel@105.153.165.83.dynamic.mundo-r.com] has joined #wesnoth-dev 20141222 20:48:52-!- kex [~kex@77.29.143.199] has joined #wesnoth-dev 20141222 20:51:09< shadowm> thunderstruck: https://gna.org/bugs/?23015 20141222 20:51:42< shadowm> vultraz: Never again force push to wesnoth/wesnoth. 20141222 20:52:12< shadowm> This is your only warning. 20141222 20:53:09-!- kex [~kex@77.29.143.199] has quit [Ping timeout: 245 seconds] 20141222 20:54:11< shadowm> matthiaskrgr: scons or cmake? 20141222 20:55:50< matthiaskrgr> cmake 20141222 20:56:07< matthiaskrgr> well I got it running by now 20141222 20:56:09< shadowm> Oh, cmake. 20141222 20:57:11< matthiaskrgr> well in the end I started the build, ran ps -aux to find out what flags wesnoth used while building and then git grepped for a couple of these flag to see where they are listed 20141222 20:57:26< matthiaskrgr> but make CXXFLAGS="..." didn't seem to work iirc 20141222 20:57:34< matthiaskrgr> it was some special variable 20141222 20:59:00< shadowm> Normally one would pass -DCMAKE_CXX_FLAGS= to cmake (not make) to set flags for all build types, but I believe that parameter gets clobbered by our recipe for some ridiculous reason. 20141222 20:59:46< zookeeper> so in layman terms, what can force pushing as done by someone else do that would be a problem for me? 20141222 20:59:47< shadowm> So instead I usually use -DCMAKE_CXX_FLAGS_=, which has the disadvantage that it must be set for every build type you want to build. 20141222 20:59:54< zookeeper> or maybe i'll just google it 20141222 21:00:08< shadowm> zookeeper: Confuse your Git client if you pulled in between. 20141222 21:01:42< shadowm> On baldras we had an issue once where it'd create a merge commit for every pull (because we don't use --ff-only) because the previous version of the commit we fetched winds up counting as a local commit. 20141222 21:03:01< shadowm> Force pushing is not a thing you do on dependable upstream repositories unless you absolutely know why you should do it. vultraz has been around here for years and he's seen me discuss the issue here and in my channel several times, so he's supposed to know better than this. 20141222 21:03:05-!- gfgtdf [~chatzilla@f054062250.adsl.alicedsl.de] has joined #wesnoth-dev 20141222 21:04:34< shadowm> I surmise he suddenly decided it was a cool thing to do because I did it on AtS the other day -- a public repository literally no-one but me uses. 20141222 21:15:16-!- mjs-de [~mjs-de@p508CA358.dip0.t-ipconnect.de] has joined #wesnoth-dev 20141222 21:18:28-!- Fluffbeast [~Fluffbeas@interchange.elys.com] has joined #wesnoth-dev 20141222 21:29:26-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20141222 21:32:58-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 255 seconds] 20141222 21:36:21< shadowm> gfgtdf, iceiceice: Is the think tekelili describes here actually happening, or is it a case of inflating figures? http://forums.wesnoth.org/viewtopic.php?p=579190#p579190 20141222 21:36:24< shadowm> thing 20141222 21:36:37-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Bye for now] 20141222 21:40:24< gfgtdf> shadowm: When i tested simple mp matches in 1.12 i didnt have any problems. 20141222 21:40:37< gfgtdf> shadowm: There are currently some known pboelms related to mp campaigns in 1.12 though, but it doesnt dound liek hes taking about that 20141222 21:40:50< gfgtdf> like he is* 20141222 21:41:01< gfgtdf> sound like he is* 20141222 21:42:52< shadowm> It's kind of second-hand info, anyway. 20141222 21:43:15< gfgtdf> shadowm: do we smewhere have a "how to report an OOS properly" info in teh forum or wiki? 20141222 21:43:18< shadowm> Who knows whether all those "several games" weren't all using the same buggy add-on. 20141222 21:43:29< shadowm> gfgtdf: Not to my knowledge. 20141222 21:44:39< shadowm> 18:40:24 20141222 21:40:22 Statistics: number_of_games = 20 number_of_users = 56 lobby_users = 15 20141222 21:45:04< shadowm> Somehow I don't think there'd be this many games active if all of them where OOSing "at almost 100% rate". 20141222 21:45:23< shadowm> Several of them are on turn 10 or greater. 20141222 21:46:07< gfgtdf> shadowm: I have seen some reports about OOS that just doesnt contain enough useful data. Usually i think we need a (oos- or normal) Saves from all clients after the OOS appeared. 20141222 21:46:38< shadowm> IIRC the OOS notice offers to save the game. Have we asked them for their saves? 20141222 21:47:52< shadowm> Hoping they aren't all anonymous email-less submissions. 20141222 21:49:27< shadowm> This is a very bizarre and concerning unrelated bug report: https://gna.org/bugs/?23026 20141222 21:54:20< gfgtdf> shadowm: if you count the game endings on that page its 67% ended by "aborted" 30% by "game over" and 3% by "out of sync" 20141222 21:54:39< shadowm> Which page? 20141222 21:55:01< gfgtdf> shadowm: http://www.wesnoth.org/irclogs/2014/12/%23wesnoth-mp-lobby-stable.2014-12-22.log 20141222 21:55:38< shadowm> I'm trying to reproduce #23026 by having Wesnoth idle on the titlescreenw ith music on and nothing happens. 20141222 21:56:11< shadowm> (Windows 8.1 on a VM, which has a considerable impact on sound performance.) 20141222 21:58:11< shadowm> gfgtdf: I see at least two games ending with OOS using scriptless mainline MP maps and eras. 20141222 21:58:58< shadowm> Three. 20141222 21:59:10< gfgtdf> shadowm: here http://www.wesnoth.org/irclogs/2014/12/%23wesnoth-mp-lobby-stable.2014-12-19.log someone said that he got OOS related to planning mode 20141222 21:59:33< gfgtdf> shadowm: i never tested planning mode. 20141222 21:59:44< gfgtdf> shadowm: at least not intensively 20141222 21:59:56< gfgtdf> shadowm: idk whether it's related 20141222 22:00:07< shadowm> I don't think anyone tests it at all. :( 20141222 22:00:43< gfgtdf> shadowm: also afaik nofog cheat didnt produce OOs in 1.10, unlike in 1.12 where it can cause OOS. 20141222 22:01:38< shadowm> I don't know how that works. Is it some add-on that places a thousand invisible units on the map or something? 20141222 22:02:13< gfgtdf> shadowm: no it's using :fog is networked mp 20141222 22:02:45< shadowm> Oh. How disappointing, I expected something more sophisticated than that. 20141222 22:02:52-!- thunderstruck [~thunderst@cpc8-sgyl29-2-0-cust37.sgyl.cable.virginm.net] has quit [Ping timeout: 258 seconds] 20141222 22:04:39-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 22:05:36-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 22:08:02< gfgtdf> shadowm: i also cannot reproduce the music sound bug (windows 7). And i also think it it was that easy to reproduce there would be more people complaing about it. 20141222 22:08:14-!- irker086 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20141222 22:10:17-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20141222 22:13:11< Necrosporus> Seems like leadership doesn't work for allies 20141222 22:15:14< shadowm> fabi: http://forums.wesnoth.org/viewtopic.php?p=579191#p579191 20141222 22:15:31< Ravana_> core one doesn't, some others do 20141222 22:18:20-!- thunderstruck [~thunderst@cpc8-sgyl29-2-0-cust37.sgyl.cable.virginm.net] has joined #wesnoth-dev 20141222 22:19:20-!- thunderstruck [~thunderst@cpc8-sgyl29-2-0-cust37.sgyl.cable.virginm.net] has quit [Remote host closed the connection] 20141222 22:23:47-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20141222 22:25:05< shadowm> unit_type has a has_variation() method. Would it be too bad if I added a has_variations() method that's equivalent to (but with less overhead than) variations().empty()? 20141222 22:25:44< shadowm> I don't want to name it something long like variations_is_not_empty(). 20141222 22:27:29< shadowm> gfgtdf: Is the fix for https://gna.org/bugs/?22983 in 1.12? 20141222 22:29:06< shadowm> gfgtdf: Okay, yes, it is. Again, why not make sure your commits include changelog entries? I missed it in my email to wesnoth-dev because of this. 20141222 22:30:33< shadowm> I don't even need to read the bug report to ascertain its importance now that I have the diff in front of me. This is quite obviously worth a mention in both changelogs, as well as RELEASE_NOTES. 20141222 22:31:12< shadowm> R_N is suspiciously barren right now. 20141222 22:32:28-!- gfgtdf_ [~chatzilla@f054055212.adsl.alicedsl.de] has joined #wesnoth-dev 20141222 22:33:37< shadowm> Also, vultraz has been bugging me about a filechooser issue. 20141222 22:34:16-!- gfgtdf [~chatzilla@f054062250.adsl.alicedsl.de] has quit [Ping timeout: 244 seconds] 20141222 22:34:23-!- gfgtdf_ is now known as gfgtdf 20141222 22:35:13< shadowm> And I guess I'll name my method supports_variations() to avoid confusion. 20141222 22:37:37-!- fabi [~quassel@wesnoth/developer/fendrin] has quit [Ping timeout: 272 seconds] 20141222 22:38:09-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20141222 22:38:40-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20141222 22:40:42-!- Fluffbeast [~Fluffbeas@interchange.elys.com] has quit [Ping timeout: 265 seconds] 20141222 22:50:43-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20141222 22:53:28-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20141222 23:02:54< shadowm> Who did the help code refactoring in master, btw? 20141222 23:08:02< iceiceice> i made the commit that moved src/help.cpp into src/help/ 20141222 23:08:12< iceiceice> (should be pretty easy to see this) 20141222 23:08:22< iceiceice> is that what you are referring to? 20141222 23:09:06< shadowm> I see src/help has help.cpp and several other files that didn't exist before. 20141222 23:09:15< shadowm> *That* is what I'm referring to. 20141222 23:10:36< shadowm> Wow, the variation pages spoil that Li'sar can get the Sceptre of Fire in HttT. :p 20141222 23:11:44< Nostromus> Hi again, just one question would you prefer to report a bug directly to gna or first discuss on irc? 20141222 23:12:46< iceiceice> shadowm: yes all of those files were created by me, by splitting things out of help.cpp in a fairly routine manner 20141222 23:15:43-!- irker185 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20141222 23:15:43< irker185> wesnoth: Ignacio R. Morelle wesnoth:1.12 be0c1a36dbb0 / / (8 files in 3 dirs): Skip generating help sections for units without hide_help=no variations http://git.io/FNb7Cw 20141222 23:15:46< irker185> wesnoth: Ignacio R. Morelle wesnoth:master 6fe72e893fbf / / (8 files in 4 dirs): Skip generating help sections for units without hide_help=no variations http://git.io/63IHjg 20141222 23:16:11< shadowm> Nostromus: The latter is an option if there's a chance it might not actually be a bug (e.g. a WML feature that works as we intended but not as you wanted). 20141222 23:18:27< Nostromus> i'm pretty sure it is a bug, but only in 1.13, i build myself 20141222 23:19:47< Nostromus> if i play the tutorial, wesnoth exits after the first scenario with "missing era", but if i save the game before and load the savegame, it works 20141222 23:20:51< Nostromus> in the first scenario i finish the scenario after the first fight. 20141222 23:21:00< irker185> wesnoth: Ignacio R. Morelle wesnoth:master ad2fb4bfeb42 / / (7 files in 2 dirs): HttT: Hide Konrad and Li'sar's SoF-wielding variations in help http://git.io/Frkepw 20141222 23:21:03< irker185> wesnoth: Ignacio R. Morelle wesnoth:1.12 6fcc2325f08c / / (7 files in 2 dirs): HttT: Hide Konrad and Li'sar's SoF-wielding variations in help http://git.io/HuBQDw 20141222 23:23:15< Necrosporus> loonycyborg, I guess providing a zip file for windows release would be a good idea as some windows players might want to keep wesnoth on a portable drive with all their saves addons and settings 20141222 23:23:52< Necrosporus> Also it would let people play wesnoth if they do not have admin accounts 20141222 23:24:20< loonycyborg> it doesn't require admin account if you install for this user only 20141222 23:26:50< Necrosporus> didn't know that. Anyways a portable windows release might make sense for some user for reason other than false positives 20141222 23:27:00-!- markus_ [~mjs-de@p508C9D5D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20141222 23:29:44< loonycyborg> you can just install wesnoth and zip the program files dir 20141222 23:30:12-!- mjs-de [~mjs-de@p508CA358.dip0.t-ipconnect.de] has quit [Ping timeout: 256 seconds] 20141222 23:30:40< Necrosporus> then you could use 7zip to extract it instead of installing? 20141222 23:30:51< Necrosporus> I do not use windows though 20141222 23:31:06< loonycyborg> I think some unpackers can unpack it 20141222 23:31:30< Necrosporus> Also have you tried it on Windows x86_64 20141222 23:31:44< shadowm> It works fine. 20141222 23:32:04< loonycyborg> 64 bit is backwards compatible 20141222 23:32:18< loonycyborg> it can run 32-bit binaries too 20141222 23:32:28< zookeeper> vultraz, the DiD maps still look good, but the campfire in the middle of a road in s1 looks a bit odd 20141222 23:32:33< Necrosporus> But it installs binaries into other locations 20141222 23:32:58< Necrosporus> zookeeper, it could be moved somewhere then I guess 20141222 23:35:37< shadowm> It's hardly alone in its location: http://i.imgur.com/A2MZlpT.png 20141222 23:35:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 245 seconds] 20141222 23:36:56-!- markus_ [~mjs-de@p508C9D5D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20141222 23:42:29-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20141222 23:43:30-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20141222 23:57:30< shadowm> iceiceice: The help browser using xBRZ for unit sprites was only intended as a test, right? 20141222 23:59:15< iceiceice> i added in its current form in response to this suggestion: http://forums.wesnoth.org/viewtopic.php?f=12&t=41109&start=15#p577021 --- Log closed Tue Dec 23 00:00:05 2014