--- Log opened Sat Jan 03 00:00:25 2015 20150103 00:06:55< irker712> wesnoth: Chris Beck wesnoth:master 3ff112831a33 / src/ (6 files): unit_types: make experience_accelerator not an inner class http://git.io/ad8c7Q 20150103 00:32:02< irker712> wesnoth: Chris Beck wesnoth:master ba094eff715e / src/ (persist_manager.cpp persist_manager.hpp): persist manager: move ctor, dtor out of header http://git.io/n2Y16A 20150103 00:38:11-!- markus_ [~mjs-de@p508CB2A5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20150103 00:44:37-!- cib0 [~cib@p5DD23E4C.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20150103 00:50:48-!- Necrosporus_ is now known as Necrosporus 20150103 00:57:23< irker712> wesnoth: Chris Beck wesnoth:master d356e8d53f82 / src/ (5 files in 2 dirs): play_controller: forward declare statistics context http://git.io/i-S0Ng 20150103 00:58:05-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20150103 01:02:37-!- gfgtdf [~chatzilla@d227063.adsl.hansenet.de] has joined #wesnoth-dev 20150103 01:03:00< gfgtdf> iceiceice: can i use the default copy constructor of game_state ? 20150103 01:03:42< gfgtdf> iceiceice: wait 20150103 01:03:45< iceiceice> right now it will try to copy lua 20150103 01:03:53< iceiceice> i think you won't get two different lua kernels 20150103 01:03:56-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20150103 01:04:20-!- iceiceice [~chris@50.245.222.235] has joined #wesnoth-dev 20150103 01:04:28-!- iceiceice [~chris@50.245.222.235] has quit [Changing host] 20150103 01:04:28-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150103 01:04:41< iceiceice> i have a plan to make that work though 20150103 01:04:53< gfgtdf> iceiceice: how is your plan ? 20150103 01:05:10< iceiceice> lua has a provided function to clone an entire lua state 20150103 01:05:19< iceiceice> so we could write a copy ctor that calls that 20150103 01:05:38< iceiceice> the other issues are like, 20150103 01:05:52< iceiceice> i guess you can't use references as member variables in any class you intend to use copy and swap with 20150103 01:06:06< iceiceice> so either those all need to change to pointers, or some other solution 20150103 01:06:07< Necrosporus> What if you collect a goldchest or something increasing your gold and end scenario on same turn? 20150103 01:06:13< iceiceice> probably its fine to change them to pointers 20150103 01:06:21< iceiceice> i shold have done it that way anyways 20150103 01:06:28< Necrosporus> Seems like you might lose the gold you collected by last turn 20150103 01:06:45< iceiceice> the other thing is, all the lua_cpp::functions defined by "bind" are based on the "this" pointer 20150103 01:06:57< iceiceice> i noticed that this can cause problems once before, 20150103 01:08:22< iceiceice> for instance, this line the list of callbacks can be static: 20150103 01:08:23< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/scripting/game_lua_kernel.cpp#L3607 20150103 01:08:32< iceiceice> because they are jsut function pointers 20150103 01:08:53< iceiceice> this line it cant be: https://github.com/wesnoth/wesnoth/blob/master/src/scripting/game_lua_kernel.cpp#L3628 20150103 01:08:58< iceiceice> or in the next game you segfault from stale pointers 20150103 01:09:02< gfgtdf> iceiceice: i'd think teh statsi ones casue less problems 20150103 01:09:31< iceiceice> so the issue is, 20150103 01:09:37< iceiceice> once you bind the function and pass it to lua, 20150103 01:09:52< iceiceice> someone could save a wesnoth. function in a member variable somewhere 20150103 01:10:05< iceiceice> if you clone the state, that pointer needs to get updated 20150103 01:10:10< iceiceice> or you will call functions in the wrong copy 20150103 01:10:29< iceiceice> so i think the simplest solution is, store the "this" pointer in the registry 20150103 01:10:42< iceiceice> and instead of bind to this, bind to the function that looks it up 20150103 01:10:48< gfgtdf> iceiceice: yes that what i thougth too 20150103 01:10:49< iceiceice> then in the copy ctor, update the this pointer 20150103 01:11:00< gfgtdf> iceiceice: yes 20150103 01:11:04< iceiceice> ok good :) 20150103 01:11:07< gfgtdf> iceiceice: we can do it faster than registry 20150103 01:12:36< gfgtdf> iceiceice: i just forgot teh name let me look it up 20150103 01:12:39< gfgtdf> the* 20150103 01:13:21< gfgtdf> iceiceice: with LUAI_EXTRASPACE 20150103 01:13:28-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20150103 01:13:57-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150103 01:14:10< iceiceice> yeah i see 20150103 01:16:54-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] 20150103 01:23:24< irker712> wesnoth: Chris Beck wesnoth:master 7aea1c732a66 / src/ (4 files): cosmetic: tidy up punctuation in controller ctor initializer lists http://git.io/DLPNyQ 20150103 01:23:25-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20150103 01:23:55-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150103 01:24:25< iceiceice> i will be back a bit later 20150103 01:24:30-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Client Quit] 20150103 01:41:56-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 250 seconds] 20150103 01:46:47-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20150103 01:49:31-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20150103 02:09:41-!- gfgtdf [~chatzilla@d227063.adsl.hansenet.de] has quit [Ping timeout: 244 seconds] 20150103 02:46:12< Necrosporus> Could you change loadgame dialog so it displays filelist immediately and lets you navigate through it only reading save info when your cursor stays on one file long enough? 20150103 02:46:12< Necrosporus> So you would be able to load last save immediately by clicking ctrl-o and enter without waiting 20150103 02:47:08< shadowm> Patches welcome. 20150103 03:06:59-!- Ivanovic_ [~ivanovic@frnk-5f753a25.pool.mediaWays.net] has joined #wesnoth-dev 20150103 03:09:34-!- Ivanovic_ [~ivanovic@frnk-5f753a25.pool.mediaWays.net] has quit [Changing host] 20150103 03:09:34-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20150103 03:10:20-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 250 seconds] 20150103 03:11:07-!- Ivanovic_ is now known as Ivanovic 20150103 03:25:18-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150103 03:25:28< iceiceice> Necrosporus: re: "What if you collect a goldchest or something increasing your gold and end scenario on same turn?" 20150103 03:25:36< Necrosporus> shadowm, I'm afraid that even if I manage to do it, my code would break something else I don't know because I have nearly zero experience with wesnoth C++ and don't know C++ quite well in general (I know parts which are same as in C and some tricks with objects and that's all) 20150103 03:25:39< iceiceice> best way to figure this out is to test it 20150103 03:25:57< iceiceice> i don't think it would be too hard to make a unit test for this 20150103 03:26:07< iceiceice> if its important for some scenario 20150103 03:26:13< iceiceice> thats the kind of obscure thing that a unit test is good for imo 20150103 03:26:54< iceiceice> Necrosporus: re: loadgame dialog, 20150103 03:27:03< shadowm> Then at least you could submit a FR or something. 20150103 03:27:16< iceiceice> i think you might not have to know the code very deeply to do this, all you need is to make the computation "lazy" 20150103 03:27:38< iceiceice> so instead of storing struct of file meta data or whatever, it stores a pointer 20150103 03:27:49< iceiceice> and make sure that if it tries to read the pointer and its null then it computes the data and stores it there 20150103 03:28:16< iceiceice> if you use a smart pointer then there are no memory issues to worry about 20150103 03:28:48< shadowm> The most absurd part is that the save games index is supposed to make the Load Game dialog better but I believe it's been broken for several stable series/has non-deterministic behavior/nobody understands how it works anyway. 20150103 03:29:51< shadowm> Anyway, I'm not going to be the one to encourage fast save reloading. 20150103 03:30:05< Necrosporus> Also if you got more than 1mil of gold last digits are not displayed while there's still lot of space in top panel 20150103 03:30:10< shadowm> So the slower it is, the better I say. :p 20150103 03:31:33< Necrosporus> You could insert wait in the save loading code 20150103 03:32:02< iceiceice> maybe thats all the saveindex really is :p 20150103 03:32:10< iceiceice> some sort of obfuscated saveload-punishing module 20150103 03:36:29-!- 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seconds] 20150103 04:36:54-!- irker396 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20150103 04:36:54< irker396> wesnoth: Charles Dang wesnoth:master a50225922c17 / data/campaigns/tutorial/ (_main.cfg lua/character_selection.lua scenarios/01_Tutorial_part_1.cfg): T: converted character selection dialog to a custom GUI2 one http://git.io/72nX3Q 20150103 04:37:34-!- Crendgrim [~crend@wesnoth/forum-moderator/crendgrim] has joined #wesnoth-dev 20150103 04:39:03-!- Appleman1234 [~Appleman1@s77.BMT-e1.vectant.ne.jp] has quit [Remote host closed the connection] 20150103 04:39:59-!- Appleman1234 [~Appleman1@s77.BMT-e1.vectant.ne.jp] has joined #wesnoth-dev 20150103 04:41:33-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Computer's napping] 20150103 05:03:14-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Read error: Connection reset by peer] 20150103 05:10:31-!- new_one [~new_one@50.15.126.83] has quit [Quit: WeeChat 1.0.1] 20150103 05:11:41-!- mattsc 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oldlaptop [~quassel@static-50-108-31-113.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20150103 06:51:13-!- oldlaptop [~quassel@static-50-108-31-113.mskg.mi.frontiernet.net] has quit [Ping timeout: 245 seconds] 20150103 06:58:55-!- oldlaptop [~quassel@static-50-108-31-113.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20150103 07:12:55-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 07:36:58-!- irker396 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20150103 07:54:23-!- irker359 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20150103 07:54:23< irker359> wesnoth: Groggy Dice wesnoth:1.12 128798d28c26 / data/campaigns/ (8 files in 3 dirs): data/campaigns: correct "... then" to "... than" http://git.io/ooCkRA 20150103 08:16:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20150103 08:48:28-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20150103 08:49:24-!- zookeeper [zookeeper@37.35.24.98] has joined #wesnoth-dev 20150103 08:49:28-!- zookeeper [zookeeper@37.35.24.98] has quit [Changing host] 20150103 08:49:28-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20150103 08:52:39< irker359> wesnoth: Charles Dang wesnoth:master 3661f0ad3d4c / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: improved movement lesson I wrote yesterday http://git.io/Roiq-A 20150103 08:57:25< vultraz> muuuch better 20150103 08:59:34-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has joined #wesnoth-dev 20150103 09:01:40< irker359> wesnoth: Charles Dang wesnoth:master bf1a9b075291 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: don't make the objective summary bullets small http://git.io/tBUPxw 20150103 09:08:31-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has joined #wesnoth-dev 20150103 09:14:43-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has quit [Quit: Konversation terminated!] 20150103 09:19:08-!- cib0 [~cib@p5DD22B36.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 09:35:07-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20150103 09:41:40 * vultraz ponders a way to eliminate the gender macro 20150103 09:41:44< vultraz> er, variable 20150103 09:41:47< vultraz> not the macro 20150103 09:41:55-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has quit [Ping timeout: 256 seconds] 20150103 09:44:26< Necrosporus> What's that variable? 20150103 09:44:55< Necrosporus> Interesting what do you change in tutorial? 20150103 09:45:38< Necrosporus> AI thinks for really long time when dealing with 1-6 berserk unit with high hp 20150103 09:46:10< Ivanovic> of course it does because it simulates the fight for up to *many* rounds 20150103 09:46:16< Ivanovic> i think something like 100 rounds 20150103 09:47:41< Ivanovic> and that for every option the AI has 20150103 09:48:00< Ivanovic> so if there are 5 of those units that could reach each other: *HUGE* amount of calculations 20150103 09:48:17< Ivanovic> with other words: really high HP berserk units were never meant to exist 20150103 09:48:46< vultraz> beserk only works for 33 rounds or something 20150103 09:51:52< enchilado> I think it's a round 30 20150103 09:52:27< Ivanovic> still a lot, since it means "up to 30 fights" 20150103 09:53:16< vultraz> I wonder if we could make the ai do calculations on the fly. 20150103 09:57:04< Ivanovic> i think it is intentional that it simulates the outcomes 20150103 09:57:15< Ivanovic> this way the probabilities collapse to a single result to use 20150103 09:58:43< Ivanovic> and you can't just go with the most likely result 20150103 09:58:53< Ivanovic> otherwise the AI would be 100% predictable 20150103 09:59:18< Ivanovic> while with simulating the outcome of the flights you at least have some small variations in the decissions since also the less likely outcomes are considered by the AI 20150103 09:59:45-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 10:00:11< Necrosporus> But I'm waiting almost half of hour for AI turn 20150103 10:00:19< vultraz> hm...especially since we have a full-random RNG and not a pseudo-random one (ie, like dota, where the chances of something happening increase the more it doesn't happen) 20150103 10:00:39< Ivanovic> Necrosporus: yeah, so do not break the system by creating high HP berserk units 20150103 10:00:45< vultraz> (I think the latter is what the RNG people wanted when we used to get a lot of complaints) 20150103 10:01:11< Ivanovic> there are just some things which are not supposed to exist 20150103 10:01:24< Ivanovic> if someone creates them: yes, it can significantly impact the experience 20150103 10:01:29< Necrosporus> I didn't write that addon 20150103 10:01:39< Ivanovic> then complain to the addon creator 20150103 10:01:41< Necrosporus> Also the problem seems to be 1-6 attack 20150103 10:01:41< vultraz> are you playing LotI :P 20150103 10:01:56< vultraz> LotI is famous for high HP units 20150103 10:02:22< Necrosporus> nope 20150103 10:02:32< Ivanovic> just because something is possible in WML it does not mean that it is "officially supported" 20150103 10:02:45< Ivanovic> and "high HP" combined with "berserk" is clearly not officially supported 20150103 10:02:52< Necrosporus> The problem is low attack 20150103 10:02:57< Necrosporus> 1-6 20150103 10:03:16< Ivanovic> the problem is that the fight takes too many rounds because a unit does not die (in the simulation) 20150103 10:03:29< Ivanovic> which is because the units have too many HP 20150103 10:03:39< vultraz> 1 - 6 is only 6 damage 20150103 10:03:44< Necrosporus> Actually it's that's berserk enemies die 20150103 10:03:46< Ivanovic> or don't do enough damage in relation to the available HP 20150103 10:04:10-!- Coffee_irc [~david@ppp118-210-11-174.lns20.adl2.internode.on.net] has quit [Quit: Konversation terminated!] 20150103 10:04:30< Ivanovic> Necrosporus: in a fight "to death" (what berserk initially was) it is a calculation based on: chance to hit, damage per hit, number of hits, available HP 20150103 10:04:49< Ivanovic> and this for each side until either one side is dead or overall 30 rounds (or something like this) are over 20150103 10:04:59< Necrosporus> 40 AFAIR 20150103 10:05:11< Ivanovic> the initial idea was that after no more than 5 to 6 rounds one of the two is going to be dead 20150103 10:05:17< Necrosporus> Seems like 30 actually 20150103 10:05:32< vultraz> Most often it's like 3 or 4 20150103 10:05:43< Ivanovic> and the 30 was just selected as "in main canton this is even enough for the weird corner cases where both units really have zero luck hitting" 20150103 10:06:11< Ivanovic> vultraz: 90%: 3 to 4 rounds, 99.9%: 5 to 6 rounds 20150103 10:06:12< Ivanovic> ;) 20150103 10:06:59< Ivanovic> Necrosporus: so if you deviate from this somehow, then AI turns can take significantly longer 20150103 10:07:28< Ivanovic> simply because, due to good reasons, the AI simulates the outcomes of the fights and is not using a plain "lets use the most likely result"-scheme 20150103 10:07:30< Necrosporus> 1-6 berserk is fighting with 100 hp unit 20150103 10:07:50< Necrosporus> berserker got 1000 hp 20150103 10:08:08< Necrosporus> So it's like 5 dmg per round 20150103 10:08:40< Necrosporus> So nearly 20 rounds are required to kill the enemy 20150103 10:09:18< Ivanovic> and now consider that the AI simulates different orders of moving units 20150103 10:09:24< Ivanovic> and attacking with them 20150103 10:10:54-!- timotei_ [~timotei@188.24.83.235] has joined #wesnoth-dev 20150103 10:10:54-!- timotei_ [~timotei@188.24.83.235] has quit [Changing host] 20150103 10:10:54-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20150103 10:11:22-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has joined #wesnoth-dev 20150103 10:11:53< Necrosporus> While for a player it's obvious all enemies will die reducing hp slightly 20150103 10:13:19< Necrosporus> Is it possible to introduce some shortcuts for the AI? 20150103 10:13:44< Ivanovic> no idea 20150103 10:14:06< Necrosporus> 1-1 berserker with 10000 hp 20150103 10:14:26< Necrosporus> (and it doesn't matter what damage type for this case) 20150103 10:16:07< vultraz> Necrosporus: anyway, that variable tracks whether you have konrad (male) or lisar (female) 20150103 10:17:30< Necrosporus> And why do not you like it? 20150103 10:18:39< vultraz> I dislike variables that could be better served with another purpose 20150103 10:20:19< Necrosporus> What do you mean? 20150103 10:20:28< Necrosporus> Anyway there's unit variation 20150103 10:21:10< Ivanovic> vultraz: ain't that variable required to allow the translations to work? 20150103 10:21:29< Ivanovic> keep in mind that the text might differ in some languages based on which gender says it 20150103 10:23:26< Necrosporus> True 20150103 10:25:04< vultraz> Ivanovic: there's a macro for that, that checks on a variable 20150103 10:25:24< vultraz> however, I just checked. [have_unit] id=student gender= works 20150103 10:25:47< vultraz> er, kinda 20150103 10:25:51< vultraz> lemme see.. 20150103 10:26:36< vultraz> no it doesn't 20150103 10:26:39< vultraz> :( 20150103 10:29:49< vultraz> ohhhhh 20150103 10:30:19< Necrosporus> Do not break working code 20150103 10:30:49< Necrosporus> Unless there are known bugs or missing features 20150103 10:31:31< vultraz> I am not breaking anything 20150103 10:32:20< Necrosporus> What are you trying to do with tutorial then? 20150103 10:32:57< vultraz> I am improving it! 20150103 10:33:15< vultraz> Have you not seen all the commits I've been making?? 20150103 10:34:11< Necrosporus> Well, what are you improving actually? 20150103 10:34:19< Necrosporus> I see them but didn't read 20150103 10:34:43< Necrosporus> What are you trying to do? 20150103 10:34:57< irker359> wesnoth: Charles Dang wesnoth:master e10dfeb92c42 / data/campaigns/tutorial/ (lua/character_selection.lua scenarios/02_Tutorial_part_2.cfg utils/utils.cfg): T: eliminate the 'gender' variable by using the SUF gender= key http://git.io/PPqT-w 20150103 10:35:09-!- mjs-de [~mjs-de@p508CB2A5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 10:35:28< vultraz> A. refactor the code. It was extremely messy 20150103 10:35:42< vultraz> B. improve the presentation 20150103 10:35:54< vultraz> C. improve the content to better introduce concepts 20150103 10:37:06< Necrosporus> C. that's interesting, are you changes going to 1.12 or only 13? 20150103 10:37:19-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has quit [Ping timeout: 255 seconds] 20150103 10:38:29< vultraz> 1.13 only 20150103 10:46:56< Necrosporus> And what are you going to change? 20150103 10:47:06< Necrosporus> Except cosmetic changes 20150103 10:47:06< vultraz> I have changed a lot 20150103 10:47:20< vultraz> Only in the first scenario, as yet 20150103 10:47:27< vultraz> I haven't gotten to S2 20150103 10:47:45< vultraz> for one, there are more explanations of mechanics when you encounter them 20150103 10:48:03< vultraz> there is less 'hand holding' (ie, click here, click there) 20150103 10:48:16< Necrosporus> Would it work if I copy them over files in 1.12? 20150103 10:48:52< vultraz> I don't know 20150103 10:48:55< Necrosporus> I do not have 1.13 nor I want to compile it until it's more or less stable (like 1.11.15 ) 20150103 10:49:27< Necrosporus> Did you use any 1.13 only features? 20150103 10:49:33< Necrosporus> There's not a lot of them 20150103 10:49:36< vultraz> I haven't kept track 20150103 10:49:39< vultraz> I don't think so 20150103 10:50:17< vultraz> but I changed more than just scenario files 20150103 10:50:23< vultraz> I also updated the file structure 20150103 10:53:20< Necrosporus> > You can always press u to undo a move if you move to the wrong place. 20150103 10:53:22< Necrosporus> Not true 20150103 10:53:32< Necrosporus> I guess you should s/always// 20150103 10:56:03-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20150103 10:58:42< vultraz> ah, thanks 20150103 10:59:37< vultraz> I'll fix 20150103 10:59:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20150103 11:00:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20150103 11:01:15< Necrosporus> I wonder why do one have both traits and abilities 20150103 11:01:19< Necrosporus> It's really same thing 20150103 11:02:08< Necrosporus> You couldn't say traits are individual to each unit while abilities are not, because some units always get traits (like feral and undead) 20150103 11:02:32< vultraz> there's probably some legacy reason 20150103 11:04:22-!- cib0 [~cib@p5DD22B36.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20150103 11:05:37< Necrosporus> > "I’ll tell them to use the one that does the most damage!" 20150103 11:05:43< Necrosporus> why? 20150103 11:05:54< Necrosporus> Isn't it more wise to use bow instead? 20150103 11:06:07< vultraz> that is explained 20150103 11:06:10-!- Octalot [~noct@84.93.166.245] has joined #wesnoth-dev 20150103 11:06:21< Necrosporus> But why does the student say this? 20150103 11:06:37< vultraz> because the student reflects the ideas of the player 20150103 11:08:09< Necrosporus> But student doesn't necessarily thinks that way 20150103 11:08:30< Necrosporus> * player 20150103 11:09:02< vultraz> it's the logical newbie conception 20150103 11:09:18< vultraz> the point of that is to basically say 20150103 11:09:19< Necrosporus> Also it might be reasonable to attack the quintain with the leader first because you want to give XP to fighters as they could advance and student could not 20150103 11:09:33< vultraz> 'the attack that does the most damage isn't always the best' 20150103 11:09:53< Necrosporus> But delfador advices against that 20150103 11:10:01< vultraz> AFTER you attack 20150103 11:10:36< Necrosporus> ame=select first_time_only=no 20150103 11:10:41< Necrosporus> Not after 20150103 11:11:01< vultraz> oh, you're referring to the leader 20150103 11:11:45< Necrosporus> Actually it's wiser to attack with leader first, then with fighers unless quintain could kill the leader 20150103 11:13:13< Necrosporus> I suggest to change it so it would only appear if leader has low hp 20150103 11:13:15< Necrosporus> _"You wouldn’t do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they’ll be a lot of help." 20150103 11:14:14< Necrosporus> It's not recommeded to attack it with leader if the leader got less than 30 hp 20150103 11:14:33< Necrosporus> Since quintain could deal such many damage per turn 20150103 11:16:09-!- cib0 [~cib@p5DD22B36.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 11:16:41< Necrosporus> So check if leader got less than 30 hp and if he does say something like "Be careful, if quntain hits you $(leader_hp/quintain_damage_per_strike) times you will die" 20150103 11:19:01< vultraz> maybe 20150103 11:20:18< irker359> wesnoth: Charles Dang wesnoth:master 22f158e57ddc / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: don't say you can always undo http://git.io/0zZUKw 20150103 11:21:27-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has joined #wesnoth-dev 20150103 11:24:15< Necrosporus> > Each village you control will support one unit for free. 20150103 11:24:31< Necrosporus> Not necessarily if you got lvl2 or higher units 20150103 11:25:54< Necrosporus> Though it's mentioned further 20150103 11:26:10< Necrosporus> Maybe "support one level 1 unit for free"? 20150103 11:27:56< vultraz> the actual way it works is more technical 20150103 11:29:36< Necrosporus> Seems you removed some additional tips which were displayed when you were fighting additional quintains 20150103 11:31:58< Necrosporus> Berserk is attacking a unit with 100% defense 20150103 11:32:21< Necrosporus> By the way when unit has 100% defence there's no enough space in right panel 20150103 11:52:54-!- travis-ci [~travis-ci@ec2-54-166-147-17.compute-1.amazonaws.com] has joined #wesnoth-dev 20150103 11:52:54< travis-ci> wesnoth/wesnoth#5419 (master - 22f158e : Charles Dang): The build was broken. 20150103 11:52:54< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45763858 20150103 11:52:54-!- travis-ci [~travis-ci@ec2-54-166-147-17.compute-1.amazonaws.com] has left #wesnoth-dev [] 20150103 12:09:41-!- zookeeper_ [~lmsnie@37.35.27.57] has joined #wesnoth-dev 20150103 12:11:08-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20150103 12:21:02< vultraz> Necrosporus: I removed no tips 20150103 12:22:13< Necrosporus> Dunno there were additional tips each time you finish a turn after killing first quintain 20150103 12:35:52-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has quit [Ping timeout: 240 seconds] 20150103 12:42:36-!- SZ_Bot [SZ_Bot@27-83-235-80.dyn.estpak.ee] has joined #wesnoth-dev 20150103 12:42:37-!- Ravana_ [SZ_Bot@27-83-235-80.dyn.estpak.ee] has quit [Disconnected by services] 20150103 12:42:43-!- SZ_Bot is now known as Ravana_ 20150103 12:47:41-!- Nostromus [~chatzilla@g230251120.adsl.alicedsl.de] has joined #wesnoth-dev 20150103 12:49:39< Nostromus> necrosporus: i just played the tutorial, and the additional tips are there (1.13 master) 20150103 12:51:35< Necrosporus> They are in other file probably then 20150103 12:54:43< Nostromus> i like the new choose dialog between Konrad and Li'sar, i would like to see the other question (further play after first quintain kill) in the same type of dialog. IMHO it is more direct to the user. Now you (user) has to decide something. 20150103 12:55:46< Nostromus> just my two cents ;) 20150103 12:57:18< Necrosporus> could you screenshot the dialog? 20150103 12:57:51< Nostromus> you mean the second dialog, which i mean? 20150103 13:06:04-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has joined #wesnoth-dev 20150103 13:08:17< Nostromus> https://www.dropbox.com/s/yzcdch61tg2mho9/Bildschirmfoto%20von%20%C2%BB2015-01-03%2014%3A02%3A18%C2%AB.png?dl=0 20150103 13:09:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 245 seconds] 20150103 13:10:42< Nostromus> i thought about it again, and maybe it isn't such a good idea. 20150103 13:11:00< Necrosporus> I don't have 1.13 so I wonder what are you talking about 20150103 13:11:19< Necrosporus> And what does it mean? 20150103 13:11:56< Nostromus> Did you saw the picture in the link? 20150103 13:12:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20150103 13:14:40< Nostromus> Only cosmetic change, not important 20150103 13:15:46< Necrosporus> Yes 20150103 13:15:52< Necrosporus> but I do not speak german 20150103 13:16:18< Nostromus> ah sorry 20150103 13:20:08< vultraz> Nostromus: thanks :) glad you like the dialog 20150103 13:20:27< vultraz> I can make the other dialog a similar one 20150103 13:20:39-!- cib0 [~cib@p5DD22B36.dip0.t-ipconnect.de] has quit [Ping timeout: 265 seconds] 20150103 13:21:27< vultraz> Nostromus: out of curiosity, how big is your monitor? 20150103 13:21:39< Nostromus> 24' 20150103 13:21:52< Nostromus> i believe 20150103 13:22:42< Nostromus> yes 24 inch 20150103 13:23:39< Nostromus> vultraz: with the second dialog, try it. i'm not so sure about it 20150103 13:23:44< vultraz> hm... 20150103 13:23:47< vultraz> perhaps you're right 20150103 13:24:04< vultraz> the character one is more appropriate for a dialog, but this might not be 20150103 13:26:33< Nostromus> Necrosporus: the text are not so important, but i have uploaded the two screenshots in english too 20150103 13:26:56< Nostromus> but i'm sure it is absolet 20150103 13:27:44< Nostromus> obsolet... 20150103 13:31:40< irker359> wesnoth: Charles Dang wesnoth:master 01c10af62330 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: don't show the 'You wouldn’t do anything stupid' dialog only once http://git.io/-M5SrQ 20150103 13:31:52-!- cib0 [~cib@p5DD22B36.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 13:42:13-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20150103 13:49:52-!- lipkab [~the_new_l@host-91-147-212-169.biatv.hu] has quit [Ping timeout: 240 seconds] 20150103 14:00:19-!- new_one [~new_one@50.15.126.83] has joined #wesnoth-dev 20150103 14:03:12-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 245 seconds] 20150103 14:05:48-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth-dev 20150103 14:07:54-!- travis-ci [~travis-ci@ec2-54-197-47-213.compute-1.amazonaws.com] has joined #wesnoth-dev 20150103 14:07:54< travis-ci> wesnoth/wesnoth#5420 (master - 01c10af : Charles Dang): The build was fixed. 20150103 14:07:54< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45771029 20150103 14:07:54-!- travis-ci [~travis-ci@ec2-54-197-47-213.compute-1.amazonaws.com] has left #wesnoth-dev [] 20150103 14:12:03< vultraz> er, that last commit. 20150103 14:12:08< vultraz> I meant do show it only once 20150103 14:12:10< vultraz> not don't 20150103 14:19:59-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150103 14:31:37-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 244 seconds] 20150103 14:45:47-!- Sulfur [~Miranda@p5B009AD2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20150103 14:49:32-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20150103 14:51:58< Necrosporus> How could it be possible that one unit turned into another after loading saving game? 20150103 14:58:28-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20150103 14:59:15< Necrosporus_> My unit turned into a fly out of sudden 20150103 14:59:39< Necrosporus_> though if I save replay and play through it the unit is on place 20150103 15:01:17-!- Crendgrim_ [~crend@wesnoth/forum-moderator/crendgrim] has joined #wesnoth-dev 20150103 15:01:32-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 256 seconds] 20150103 15:01:43< Necrosporus_> No sync errors 20150103 15:01:47-!- Necrosporus_ is now known as Necrosporus 20150103 15:01:54-!- Crendgrim [~crend@wesnoth/forum-moderator/crendgrim] has quit [Ping timeout: 245 seconds] 20150103 15:02:08< Necrosporus> Even though it's a rather buggy addon that seem strange 20150103 15:09:29< vultraz> i seem to recall someone reporting that that happens 20150103 15:09:52< Necrosporus> I have a savefile 20150103 15:13:24-!- Crendgrim [~crend@wesnoth/forum-moderator/crendgrim] has 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generation? 20150103 15:51:11-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 244 seconds] 20150103 15:52:46-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth-dev 20150103 16:02:19-!- timotei__ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20150103 16:05:33-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 256 seconds] 20150103 16:10:45-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150103 16:11:07-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20150103 16:13:43-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Read error: Connection reset by peer] 20150103 16:14:39-!- timotei__ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 265 seconds] 20150103 16:16:06-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20150103 16:26:31-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 256 seconds] 20150103 16:31:46-!- 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