--- Log opened Wed Feb 04 00:00:22 2015
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20150204 00:50:56< vultraz> fabi: as you've probably noticed, I'm working my way through the mainline campaigns, cleaning up the code and improving content
20150204 00:51:24< vultraz> I've done DiD, THoT, AOI, and rewrote the Tutorial
20150204 00:51:33< vultraz> I was considering NR next
20150204 00:51:33< fabi> vultraz: No. I have missed your attempts. But nice to have some one
20150204 00:51:38< fabi> doing this.
20150204 00:52:33< fabi> Especially NR needs some love.
20150204 00:53:15< vultraz> I'm considering restoring the alternate gameplay branch
20150204 00:53:22< fabi> cool
20150204 00:53:33< fabi> From the NR rebirth addon?
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20150204 00:56:03< vultraz> there's an NR rebirth addon?
20150204 00:56:26< fabi> There is an addon that has the alternate gameplay branch enabled.
20150204 00:56:58< vultraz> oh huh
20150204 00:56:59< fabi> "Northern Rebirth Remake"
20150204 00:57:01< vultraz> I should check that out
20150204 00:57:04< fabi> Yes
20150204 00:57:06< vultraz> is it on 1.12?
20150204 00:57:20< fabi> It seems to be a serious attempt. It is on the 1.12 server.
20150204 01:03:51< vultraz> I'll look at it, thanks
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20150204 07:14:46< vultraz> fabi: alright, I took a look at NR Rebirth Remake
20150204 07:14:54< vultraz> seems quite ambitious
20150204 07:16:30< vultraz> I think first I'll clean up the existing NR code before attempting to branch it
20150204 07:16:34< vultraz> er
20150204 07:16:38< vultraz> restore the branch
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20150204 07:59:54< vultraz> [variable]
20150204 07:59:55< vultraz> name=unit.y
20150204 07:59:57< vultraz> equals=4
20150204 07:59:59< vultraz> [/variable]
20150204 08:00:00< vultraz> wha?
20150204 08:01:14< zookeeper> seems straightforward enough?
20150204 08:02:05< zookeeper> even if y1 might be more common and would presumably avoid the auto-storing altogether
20150204 08:02:57< vultraz> But it's weird that the only difference between the messages in the conditionals are
20150204 08:02:59< vultraz> "It seems the trolls"
20150204 08:03:04< vultraz> "It seems the skeletons"
20150204 08:03:30< zookeeper> why is that weird?
20150204 08:04:01< vultraz> oh...
20150204 08:04:04< vultraz> hmm
20150204 08:04:09< vultraz> it seems a weird syntax for saying...
20150204 08:04:33< zookeeper> i bet on one side there are skeletons and on the other side trolls, so the dialogue varies depending on which side you open it from
20150204 08:04:58< zookeeper> even if it's NR you're not supposed to assume that everything you see is there without any reason :p
20150204 08:05:05< vultraz> if you move to 12,4 you get the troll message, and 14,5 is you get skelerons
20150204 08:06:05< vultraz> by checking on the y coord
20150204 08:06:07< vultraz> weird
20150204 08:10:17< vultraz> It really irks me that so many mainline [side] cases don't have team_name= and user_team_name= set <_<
20150204 08:12:03< vultraz> this side doesn't even have a name >_<
20150204 08:15:16 * vultraz comes up with names
20150204 08:20:06< vultraz> this...this practice of direct file inclusions for death events D:
20150204 08:22:28< zookeeper> ...is what we've been doing for the past 10 years without any major problems
20150204 08:22:46< zookeeper> or did you mean something else?
20150204 08:23:21< vultraz> {campaigns/campaign/utils/deaths.cfg} or likewise within scenario files
20150204 08:23:57< vultraz> includes all death events directly, ALL of them, even unnecessary ones, and in NR's case, redefines some macros every single time it's included...
20150204 08:24:30< zookeeper> it's almost ingenious in its simplicity
20150204 08:24:31< vultraz> Also a lot of these campaigns must have came before boolean_equals existed...
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20150204 08:32:17< irker713> wesnoth: Charles Dang wesnoth:master bc46f15b6e3d / data/campaigns/Northern_Rebirth/ (_main.cfg scenarios/01_Breaking_the_Chains.cfg): NR S1: cleaned up code. Beginning of revamp http://git.io/bnUv
20150204 08:32:17< irker713> wesnoth: Charles Dang wesnoth:master 442854b947a2 / data/campaigns/Northern_Rebirth/ (_main.cfg scenarios/10a_Stolen_Gold.cfg utils/bigmap.cfg): NR: fixed some indent http://git.io/bnUf
20150204 08:32:18< irker713> wesnoth: Charles Dang wesnoth:master 75c6fdc224e3 / data/campaigns/Northern_Rebirth/ (scenarios/01_Breaking_the_Chains.cfg utils/characters.cfg): NR S1: split Tallin's define into a macro http://git.io/bnUJ
20150204 08:32:20< irker713> wesnoth: Charles Dang wesnoth:master 0aaa7de9ee7e / data/campaigns/Northern_Rebirth/scenarios/01_Breaking_the_Chains.cfg: NR S1: use 'rebals' for the team name like in S2 http://git.io/bnUU
20150204 08:32:23< irker713> wesnoth: Charles Dang wesnoth:master 0771fddf812e / data/campaigns/Northern_Rebirth/ (scenarios/02_Infested_Caves.cfg utils/characters.cfg): NR S2: cleaned up/improved scenario code http://git.io/bnUT
20150204 08:32:38< vultraz> did I typo that commit message
20150204 08:32:42< vultraz> I did
20150204 08:34:25< vultraz> #ifdef ALLIED_LICH what...is going on here
20150204 08:34:27< vultraz> hm...
20150204 08:35:10< vultraz> it's defined in S08a
20150204 08:35:38< vultraz> Oh, I see...
20150204 08:35:51< vultraz> a hack to prevent certain events from existing before that scenario
20150204 08:35:53< vultraz> dem hax
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20150204 08:44:49< vultraz> good this is horrendous
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20150204 12:50:47< irker510> wesnoth: gfgtdf wesnoth:1.12 58acbeaa1980 / src/replay_controller.cpp: fix replay play button available too soon http://git.io/bclS
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20150204 14:12:07< aquileia> vultraz: Using have_unit for Camerin at the end of S2 means that if he died, he'll appear again...
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20150204 14:13:36< vultraz> oh damn
20150204 14:13:40< vultraz> :(
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20150204 14:14:21< vultraz> yeah, he's not mandatory
20150204 14:14:25< vultraz> thought he was
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20150204 14:56:27< irker510> wesnoth: gfgtdf wesnoth:master 5bfaaf6c3ed6 / src/replay_controller.cpp: reset unit id when resetting replays http://git.io/bC8b
20150204 14:56:29< irker510> wesnoth: gfgtdf wesnoth:master b1b025fcdaca / src/savegame.cpp: dont write next_underlying_unit_id to savefile toplevel http://git.io/bC8N
20150204 14:56:31< irker510> wesnoth: gfgtdf wesnoth:master 882f0afd29d0 / src/unit.cpp: use fake id for units ouside the synce context. http://git.io/bC8A
20150204 14:56:33< irker510> wesnoth: gfgtdf wesnoth:master 0ce0e040f97b / src/actions/ (undo.cpp undo.hpp): catch config::error when parsing undos http://git.io/bC8x
20150204 14:56:35< irker510> wesnoth: gfgtdf wesnoth:master 7dc3969eece0 / src/ (actions/undo.cpp actions/undo.hpp synced_context.cpp synced_context.hpp): restore last unit_id when undoing/redoing http://git.io/bC8p
20150204 14:56:37< irker510> wesnoth: gfgtdf wesnoth:master 277fffcb0cac / src/ (9 files in 3 dirs): use replay::process_error instead of ERR_REPLAY for OOS http://git.io/bC4e
20150204 15:04:43< irker510> wesnoth: Charles Dang wesnoth:master e12d4aaf25d4 / data/campaigns/Northern_Rebirth/scenarios/02_Infested_Caves.cfg: NR S2: restored the found_Camerin check http://git.io/bCE2
20150204 15:16:35< vultraz> So many characters that are optional
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20150204 15:16:42< travis-ci> wesnoth/wesnoth#5764 (master - 277fffc : gfgtdf): The build was broken.
20150204 15:16:42< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49465887
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20150204 20:18:05< aquileia> vultraz: BTW, perhaps you might want to change the white mage's last breath event? Resurrecting each other technically is necromancy, after all, and the full heal is quite exploitable... perhaps just use the fact that they are able to teleport. Only four of the dialogues imply one of them actually died, most of them would work as well for teleporting them with 1 HP next to their partner (who will be able to heal, after all)
20150204 20:19:07< aquileia> Because frankly, they are the most OP units in game - they could easily kill a horde of dragons
20150204 20:20:12< vultraz> hmmmmm
20150204 20:20:14< vultraz> good idea
20150204 20:22:01< vultraz> The funny thing in either case is if you kill one before freeing the other
20150204 20:23:39< vultraz> they're basically...resurrecting themselves
20150204 20:24:55< aquileia> perhaps use the hex adjacent to the cage of the other as the respawn point?
20150204 20:29:14< vultraz> they go to tallin
20150204 20:31:35< aquileia> I know, but is that the best contigency plan
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20150204 20:39:55< aquileia> Is there a GOLD macro for four difficulties, by the way?
20150204 20:45:47< aquileia> vultraz: ahem... there are 3 difficulty levels, but the code differentiates 5... (reason: two different scales, EASY...HARD and NORMAL...NIGHTMARE, are in use)
20150204 20:45:58< aquileia> so that's actually a bug
20150204 20:46:19< vultraz> huh
20150204 20:46:26< aquileia> someone probably started converting but didn't finish the job
20150204 20:47:27< vultraz> yeah, I see
20150204 20:47:39< vultraz> NORMAL... NIGHTMARE is used for the ifdefs
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20150204 20:47:50< vultraz> and EASY..HARD is used for the core difficulty macros
20150204 20:47:53< aquileia> https://github.com/wesnoth/wesnoth/commit/fce50aa29f
20150204 20:49:43< gfgtdf> are there currently plans for 1.13.0 ?
20150204 20:51:09< vultraz> aquileia: that makes sense...it's what the standard defines are today
20150204 20:51:12< vultraz> easy normal hard nightmare
20150204 20:51:56< aquileia> vultraz: On a different note, wmllint recognize can also be replaced by # wmllint: who ALBROCK_SIDE is Al'Brock
20150204 20:52:43< vultraz> oh, I see what happened
20150204 20:52:55< vultraz> someone must've reduced NR to 3 difficulties
20150204 20:53:01< vultraz> chopping off EASY
20150204 20:53:32< vultraz> instead of chopping off nightmare
20150204 20:53:47< vultraz> so...
20150204 20:54:01< vultraz> I'm not sure if NORMAL now should be replaced with EASY
20150204 20:54:07< vultraz> since it's currently the easiest
20150204 20:54:35< vultraz> I guess yeah
20150204 20:54:36< aquileia> The GOLD macro ect only work on the EASY...HARD scale, right?
20150204 20:54:41< vultraz> yeah
20150204 20:54:45< vultraz> unless you use GOLD4
20150204 20:54:53< vultraz> which goes EASY...NIGHTMARE
20150204 20:55:08< vultraz> no macros go NORMAL...NIGHTMARE
20150204 20:55:50< vultraz> I think the easiest solution would just be to offset difficulties by one
20150204 20:55:53< aquileia> well, we could use GOLD4 and leave the first entry empty just in case someone reintroduces n easier dificulty
20150204 20:56:10< vultraz> since what's defined as NORMAL is currently the easiest, as I said
20150204 20:56:13< aquileia> but renaming sounds fine as well
20150204 20:56:23< vultraz> even thought it used values for a normal difficulty
20150204 20:56:31< vultraz> so...it would make NR a little easier
20150204 21:00:20< aquileia> vultraz: only S5a and S8b (and the b branch is stale after all) mention any of the difficulty levels, and both GOLD and GOLD4 are used widespread...
20150204 21:00:47< aquileia> It currently is a real mess, if I may say so
20150204 21:01:53< aquileia> oh, the GOLD4 are mostly in the b branch - but not all...
20150204 21:02:01 * vultraz groans
20150204 21:02:03< aquileia> and this is mainline quality?
20150204 21:02:07< vultraz> apparently
20150204 21:02:27< vultraz> I'm definitely going to clean up what we have before even thinking about restoring the b branch
20150204 21:02:38< aquileia> considering GOLD is used, I'd say EASY...HARD is the way to go
20150204 21:02:51< vultraz> yes
20150204 21:02:55< vultraz> I'm committing that now
20150204 21:05:37< vultraz> ya know, given that NIGHTMARE is not used with the standard tri-difficulty macros...
20150204 21:05:44< vultraz> wtf was used if someone played that?
20150204 21:05:57< aquileia> standard 100g
20150204 21:06:24< aquileia> instead of 2500... nighmare was the easiest difficulty in some scenarios, it seems!
20150204 21:06:29< vultraz> LOL
20150204 21:10:05< vultraz> ok, so
20150204 21:10:22< vultraz> aquileia: for GOLD4, etc, do you think I should get rid of the first or last value?
20150204 21:10:28< vultraz> when changing it to GOLD
20150204 21:10:46< aquileia> I actually just did that fix
20150204 21:10:53< vultraz> oh, you did?
20150204 21:10:54< vultraz> ok
20150204 21:11:05< vultraz> well let me push the difficulty define thing then
20150204 21:11:12< aquileia> I didn't commit because I was waiting for your commit first
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20150204 21:11:27< irker356> wesnoth: Charles Dang wesnoth:master 7adda1f12e12 / data/campaigns/Northern_Rebirth/ (_main.cfg scenarios/05a_The_Pursuit.cfg scenarios/08b_Ray_of_Hope.cfg): NR: use the standard tri-difficulty define range (EASY/NORMAL/HARD) http://git.io/b8HU
20150204 21:12:32< irker356> wesnoth: aquileia wesnoth:master 4db59aedc0d2 / data/campaigns/Northern_Rebirth/scenarios/ (5 files): Fix a use of GOLD4 instead of GOLD http://git.io/b8Hu
20150204 21:13:36< vultraz> aquileia: there's also 2 cases of TURNS4
20150204 21:14:01< aquileia> Will do
20150204 21:14:30< vultraz> aquileia: and 5 cases of INCOME4
20150204 21:16:15< vultraz> that seems to be it
20150204 21:19:58< vultraz> heh...skype ctc thinks it's a phone number if I look at that last commit
20150204 21:20:00< vultraz> https://www.dropbox.com/s/2urqzpjgsrsmgln/skypewtf.PNG?dl=0
20150204 21:29:05< gfgtdf> shadowm: could you please rebuild the mp 1.13 server?
20150204 21:29:20< gfgtdf> rebuild
20150204 21:31:08< vultraz> Bit of a shame we can't use the three nr portraits doovers that were complete
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20150204 21:40:14< travis-ci> wesnoth/wesnoth#5766 (master - 7adda1f : Charles Dang): The build is still failing.
20150204 21:40:14< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49514182
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20150204 21:41:44< fabi> vultraz: Hello. Did you had a look at "NR Remake"?
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20150204 21:48:40< travis-ci> wesnoth/wesnoth#5767 (master - 4db59ae : aquileia): The build is still failing.
20150204 21:48:40< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49514334
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20150204 21:52:58< irker356> wesnoth: aquileia wesnoth:master 0d1ecb145a0e / data/campaigns/Northern_Rebirth/scenarios/ (05b_Compelled.cfg 06b_Slave_of_the_Undead.cfg 08b_Ray_of_Hope.cfg): NR: Fix uses of TURNS4 and INCOME4 http://git.io/b4Tu
20150204 21:53:00< irker356> wesnoth: aquileia wesnoth:master dfde1d864a0b / data/campaigns/Northern_Rebirth/scenarios/08b_Ray_of_Hope.cfg: NR S8b: Use a macro for the bat sides http://git.io/b4Tg
20150204 21:53:02< irker356> wesnoth: aquileia wesnoth:master 6caf4354aaeb / data/campaigns/Northern_Rebirth/scenarios/06b_Slave_of_the_Undead.cfg: NR S6b: Use the macro for guardian units http://git.io/b4T2
20150204 21:59:46< irker356> wesnoth: gfgtdf wesnoth:master 1b8be97abeae / src/actions/undo.cpp: fix signed unsigned comparision warning. http://git.io/b4La
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20150204 22:11:42< aquileia> gfgtdf: You might want to fix the line after your last commit as well... "Too much units" s/much/many
20150204 22:12:21< aquileia> gfgtdf_: ^
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20150204 22:17:56< irker356> wesnoth: gfgtdf wesnoth:master 39632dec3c17 / src/actions/undo.cpp: fix wording in error message. http://git.io/b4si
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20150204 22:23:13< travis-ci> wesnoth/wesnoth#5768 (master - 6caf435 : aquileia): The build is still failing.
20150204 22:23:13< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49519367
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20150204 22:32:26< gfgtdf> aquileia: this travisbuidl https://s3.amazonaws.com/archive.travis-ci.org/jobs/49465891/log.txt reports a replay error during wml unit tests which i cannot reproduce. I tried it with ".\wesnoth.exe -u alice_kills_bob_on_retal_levelup" you know what might be teh casue ?
20150204 22:37:50< gfgtdf> aquileia: this is more a question about unit tests than the game engine
20150204 22:38:45< aquileia> I'm updating my build to try to reproduce it, but... on unit tests, you'd rather ask iceiceice (if he were here)
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20150204 22:44:38< aquileia> gfgtdf: From your log (error engine: Trying to add Bob - bob - 18446744071562067968 (13,3) over Alice - alice - 18446744071562067968 (13,4). The new unit will be assigned underlying_id=1 to prevent duplicate id conflicts.) I'd say your new commits led to the id counter being set incorrectly, leading to the replay not matching the game
20150204 22:45:44< gfgtdf> aquileia: so you couldnt repriduce it nigher ?
20150204 22:46:26< aquileia> no, it didn't error for me
20150204 22:48:05< gfgtdf> aquileia: hm ok
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20150204 22:54:41< travis-ci> wesnoth/wesnoth#5769 (master - 1b8be97 : gfgtdf): The build is still failing.
20150204 22:54:41< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49520192
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20150204 23:07:24< aquileia> gfgtdf: next_underlying_unit_id=0 means what exactly? That the unit has no underlying_id yet?
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20150204 23:08:12< gfgtdf> aquileia: no that message is not about a specific unit it just means that the counter is out of sync.
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20150204 23:09:29< gfgtdf> aquileia: no wait
20150204 23:09:52< gfgtdf> aquileia: you taks about the next_underlying_unit_id field in [scenario]/[snapshot]/[replay_start] ?
20150204 23:10:05< aquileia> yes
20150204 23:10:39< gfgtdf> aquileia: the name is just a littel misslesing, it shoudl be called last_underlying_unit_id so teh next unit will be assigned did 1
20150204 23:10:51< gfgtdf> aquileia: idk who names it liek this
20150204 23:10:54< gfgtdf> named*
20150204 23:12:20< irker356> wesnoth: gfgtdf wesnoth:master ac2453472e6a / src/unit.cpp: dont use fake unit ids during team initialisation http://git.io/b4rr
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20150204 23:17:20< aquileia> I still wonder why it didn't error for us both... for me, all four leaders had descending fake_id's and it worked
20150204 23:18:03< gfgtdf> yes, me too
20150204 23:20:32< aquileia> Out of interest, does that mean units created in an undoable context will keep fake_id's, or are they still synced?
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20150204 23:20:44< travis-ci> wesnoth/wesnoth#5770 (master - 39632de : gfgtdf): The build is still failing.
20150204 23:20:44< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/49522539
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20150204 23:21:47< gfgtdf> undoable moves are still syncedd. Unsynced context means thinks liek for example select events
20150204 23:22:08< gfgtdf> aquileia: for example if you create a unit during a select event it will get a fake id now
20150204 23:22:30< aquileia> ok
20150204 23:23:18< gfgtdf> aquileia: i made naother commit to remember teh unit id counter when undoing redoing here: https://github.com/wesnoth/wesnoth/commit/7dc3969eece048b857859683157430660eea778e
20150204 23:23:38< gfgtdf> it is not one of my prettiest commits, but i thought that was the easiest way
20150204 23:26:20< gfgtdf> shadowm: did you rebuild master mp server? I currently get OOS on offical trunk mp server and i think it's becasue some commits from novemeber are not in it
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--- Log closed Thu Feb 05 00:00:12 2015