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seconds] 20150323 18:34:40-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth-dev 20150323 18:35:50-!- gfgtdf [~chatzilla@f054056103.adsl.alicedsl.de] has joined #wesnoth-dev 20150323 18:37:02-!- Kwandulin_2 [~Miranda@p5B0089B0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20150323 18:37:07< gfgtdf> accoring to tis page: http://wiki.wesnoth.org/GSoC-WesnothWhiteboard_Gabba the plannign mode was also meant as a replacement for DSU, so i wonder why we still have DSU ? 20150323 18:38:35-!- Kwandulin [~Miranda@p5B0089B0.dip0.t-ipconnect.de] has quit [Ping timeout: 256 seconds] 20150323 18:41:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20150323 18:44:00< zookeeper> gfgtdf, because a lot of people prefer DSU 20150323 18:44:10< gfgtdf> zookeeper: why ? 20150323 18:44:22 * zookeeper shrugs 20150323 18:44:40< zookeeper> i've personally never bothered to learn the whiteboard, DSU does everything i need 20150323 18:45:28< gfgtdf> hm ok 20150323 18:45:44< zookeeper> ...everything except allow easy planning of moves in co-op multiplayer 20150323 18:45:55< zookeeper> which i presume whiteboard still doesn't do, although i could be wrong 20150323 18:47:26-!- mjs-de [~mjs-de@vpn49214.itmc.tu-dortmund.de] has quit [Remote host closed the connection] 20150323 18:50:32< zookeeper> it's intrinsically harder to understand and grasp. of course DSU isn't exactly intuitive for a new player either, but it's still much simpler, i think 20150323 18:51:13-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20150323 18:51:29< iceiceice> fwiw i think whiteboard is better than DSU, 20150323 18:51:33< iceiceice> because DSU has some unusual engine properties 20150323 18:51:41< iceiceice> its not really an "interface" property 20150323 18:51:53< iceiceice> DSU enable and disable have to be stored in replays 20150323 18:52:24< iceiceice> its not like you can replay the game as thoguh DSU wasn't there and the player just never enabled it and made the same moves, 20150323 18:52:33< iceiceice> because if you do that, then "sighted" events play wrong 20150323 18:52:46< iceiceice> so imo DSU in current implementation DSU adds a huge amount of complexity 20150323 18:52:53< iceiceice> and is pretty counterintuitive when you get down to it 20150323 18:53:07< zookeeper> sure, DSU is a horrible hack in a technical sense :P 20150323 18:53:36< zookeeper> but from a player PoV, i don't really see any need for me to use a planning mode in single-player. if i need to check ZoC things, i can just as easily toggle DSU on and move units around and undo when necessary. 20150323 18:53:36< iceiceice> i think these aspects also make it hard for people to make custom scenarios that will work the way they expect 20150323 18:54:14< iceiceice> for instance there's a scenario Bob made with an RPG where you have to attack a dragon, 20150323 18:54:27< iceiceice> which is set up so that if you gain sight of it at a certain range it will jump out and attack you 20150323 18:54:34< iceiceice> and you aren't suppose dto be able to enter the cave without seeing it 20150323 18:54:40< iceiceice> but if you turn on DSU it basicalyl breaks his scenario 20150323 18:54:44< iceiceice> because you can sneak into the cave 20150323 18:54:50< iceiceice> without the dragon reacting 20150323 18:55:58< zookeeper> on the other hand, you can solve those kind of situations WML-side now with fancier moveto/enter_hex/etc filters 20150323 18:56:14< iceiceice> yeah but its fairly technical 20150323 18:56:17< zookeeper> sure 20150323 18:56:19< iceiceice> that this problem exists at all 20150323 18:56:39< iceiceice> i think it would be best if somehow the DSU could have the same interface since some people liek it, 20150323 18:56:40< zookeeper> just saying that it's not actually the intractable problem it used to be in the past 20150323 18:56:47< iceiceice> but under the hood it works liek whiteboard or something 20150323 18:57:09< iceiceice> but otoh idk if a major change liek that is a good idea at this point 20150323 18:57:22< iceiceice> since it might confuse many people who understood how it worked before 20150323 18:57:58< zookeeper> i don't think there's any solutions without clear downsides, really 20150323 18:58:20< iceiceice> if the whiteboard basically had a "DSU mode" 20150323 18:58:28< iceiceice> where it doesn't render the arrows and the ghost units 20150323 18:58:32< iceiceice> it would basically be the same as DSU 20150323 18:58:44< iceiceice> from player point of view 20150323 18:59:00-!- SpoOkyMagician [~chatzilla@cpe-74-132-57-45.swo.res.rr.com] has joined #wesnoth-dev 20150323 19:00:24< gfgtdf> iceiceice: but then it might be confusoing that teh actual location for wmkl is different than teh location shown on teh sceen for eample if you use [set_menu_item] and teh uder sees a unit oin a different location than teh wml. 20150323 19:00:58< gfgtdf> s/uder/user, s/oin/on s/teh/the 20150323 19:01:09< iceiceice> yeah... 20150323 19:01:25< iceiceice> i think it would be better if whiteboard could handle planned menu item executions 20150323 19:02:49< zookeeper> well i just started a MP game to check if the whiteboard works in MP, and at first i was thrilled because it showed the plans to the ally client, but when i pressed execute, i immediately got "Ignoring illegal whiteboard data" :> 20150323 19:03:05< zookeeper> maybe it's well known, i haven't really paid any attention to whiteboard bugs etc 20150323 19:04:12< Ravana_> I think in multiplayer people are told to not use whiteboard indeed 20150323 19:04:33< gfgtdf> zookeeper: you got that bug when executing your moves during your own turn ? 20150323 19:04:45< Ravana_> sometimes it seems to work though 20150323 19:04:59< zookeeper> gfgtdf, yes 20150323 19:06:45< iceiceice> i can't reproduce that 20150323 19:07:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20150323 19:08:19-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20150323 19:08:36< iceiceice> hmm im having trouble with it showing moves to ally sometimes though 20150323 19:11:07< zookeeper> i do wonder what people actually use planning mode (in singleplayer) for? checking ZoC/reach effects of moves obviously, but what else? 20150323 19:11:48< iceiceice> probably that's it 20150323 19:12:41< gfgtdf> zookeeper: also whiteboard can to multui turn moves 20150323 19:12:45< gfgtdf> do* 20150323 19:12:56< zookeeper> right 20150323 19:13:24< iceiceice> yeah its nicer for that then the "built-in" moves system 20150323 19:13:29< iceiceice> because it doesn't exectue them without your say so 20150323 19:13:40< iceiceice> the "gotos" 20150323 19:13:50< iceiceice> i dont know how to call them other than what they are called in the code 20150323 19:14:04< gfgtdf> iceiceice: also the whoiteboard multu turn move allow to say the exact middle step hexes. 20150323 19:14:05< iceiceice> but i usually dont use those anyways 20150323 19:14:08< zookeeper> yeah, i don't really ever use gotos myself, because they're so awkward 20150323 19:14:19< iceiceice> unless the map is really large there's not much need 20150323 19:14:24< zookeeper> (unless i really really don't care where the units go as long as the general direction is right, and that's very rare) 20150323 19:14:40< iceiceice> yeah if the map is well-made there isn't usually that dead time i guess 20150323 19:14:56-!- new_one [~new_one@128.42.74.254] has joined #wesnoth-dev 20150323 19:15:17< zookeeper> and if something happens in a new turn event for example, the gotos might screw up everything 20150323 19:15:32< gfgtdf> with whiteboard you can for eaxmple easily choose the best route to capture 10 villages with a unit (in sp). 20150323 19:15:32< iceiceice> fwiw i think i dont agree that whiteboard is intrinsically harder to understand than the dsu 20150323 19:15:41< iceiceice> dsu is really pretty bizarre 20150323 19:15:57< iceiceice> with whitboard at least there is a clear idea "this hasn't happened yet, its an arrow / ghost" 20150323 19:16:02< gfgtdf> but since i bserved a c crah with whoiteboard i only use it rarely now. 20150323 19:16:06< gfgtdf> observed** 20150323 19:16:09< iceiceice> the part thats confusing about whiteboard is that it can be on and off 20150323 19:16:15< iceiceice> and you can make moves and are whiteboard moves or not 20150323 19:16:30< iceiceice> thats rarely useful and the source of all of the confusion imo 20150323 19:16:48< iceiceice> right now its like a "whiteboard stack" 20150323 19:16:54< iceiceice> or a queue i guess 20150323 19:17:00< iceiceice> and moves go in the queue and get execute din roder 20150323 19:17:05< iceiceice> what there really shoudl be is just a single button 20150323 19:17:08< iceiceice> the way that DSU works 20150323 19:17:15< iceiceice> and when its on, mvoes go in the queue 20150323 19:17:18< iceiceice> and when its off they all get executed 20150323 19:17:41< iceiceice> i guess there shuld be a "discard" button also 20150323 19:17:49< iceiceice> but maybe when whtieboard mode is on that can just be the undo button 20150323 19:18:47< zookeeper> maybe. i do think it's a bit too heavy for what's most of the time just a ZoC/reach checking tool. you have toggle in on and off, there's no overall visual difference between the modes, you have to execute the moves, you can delete moves, etc. 20150323 19:19:17< iceiceice> yeah but dsu is awkward as a zoc/reach checking tool also 20150323 19:19:25< iceiceice> because it looks like my unit moved 20150323 19:19:36< iceiceice> its not really clear why i should be allowed to undo moves that i normally could 20150323 19:19:43< zookeeper> it doesn't look like your unit moved, the unit really did move 20150323 19:19:45< iceiceice> *could not 20150323 19:20:35< iceiceice> yeah but thats basically the problem 20150323 19:20:39< iceiceice> the unit really did move 20150323 19:20:45< iceiceice> so it really fired all of the events when it moved 20150323 19:20:57< iceiceice> and now became not undoable? 20150323 19:20:59< zookeeper> i mean, sure, what you're doing with DSU on is testing moves, not really doing them, but that's a difference that you made in your mind, whereas with the wb there is a real difference 20150323 19:21:18< iceiceice> no with DSU you are making "temporary" moves that you are planning to undo 20150323 19:21:24< iceiceice> the unit isn't actually exploring 20150323 19:21:25< zookeeper> kinda hard to explain, i suppose :p 20150323 19:21:28< iceiceice> it isn't actually getting vision 20150323 19:21:35< iceiceice> and if you hit a "land mine" i guess your unit gets trapped 20150323 19:21:42< iceiceice> or if you hit a wose 20150323 19:21:48< gfgtdf> if a move with DSU fires an event is it not undoable 20150323 19:21:57< iceiceice> so its really much worse than whiteboard in that way 20150323 19:24:09-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has quit [Ping timeout: 252 seconds] 20150323 19:24:44< iceiceice> idk i think the best thing would be if we changed the whiteboard to make it more intuitive 20150323 19:24:51< iceiceice> maybe delete the complex features that no one cares about 20150323 19:24:59< zookeeper> what i see as the big difference is that you can explain DSU to someone in a single paragraph, more or less: 20150323 19:25:02< iceiceice> and then maybe got rid of DSU once whiteboard was just as nice 20150323 19:25:08< zookeeper> "when there's fog or shroud, you can't undo moves because you've seen what there is under the fog/shroud and that'd be cheating. but if you want to try out some moves, you can toggle DSU on and you won't reveal any fog/shroud, so you can still undo. but everything else still happens normally." 20150323 19:25:28-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20150323 19:25:42< iceiceice> planning mode is also a single paragraph: 20150323 19:26:06< iceiceice> "if you want to visualize what would happen if you made some moves, and how the zoc would be different, you turn on planning mode and move the units around. your allies can see also." 20150323 19:26:08< zookeeper> of course, i'm sure every newbie gets annoyed when they discover an unexpected moveto event during their DSU moves, because intuitively those would be suppressed somehow as well 20150323 19:26:11< iceiceice> "if you like the moves you press execute" 20150323 19:26:18< iceiceice> "if you dont you discard' 20150323 19:26:24< zookeeper> fair enough 20150323 19:26:50-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has joined #wesnoth-dev 20150323 19:29:07-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 250 seconds] 20150323 19:30:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20150323 19:31:56< zookeeper> hrhm. one big problem IMO in planning mode is that if i toggle in on, plan a move, then toggle it off, the planned move stays. it sort of mixes up the regular and planning modes, instead of keeping them strictly separate. 20150323 19:32:58< iceiceice> yes i agree 20150323 19:33:03< iceiceice> i think thats a major design flaw 20150323 19:33:25< zookeeper> as a DSU substitute, i could toggle in on and do some plans to check out stuff, and toggle it off whenever i want and continue playing 20150323 19:33:38< iceiceice> we could change whiteboard though i think 20150323 19:33:41< iceiceice> so that it works like DSU in that way 20150323 19:33:44< iceiceice> like, if you turn it off, 20150323 19:33:48< iceiceice> either all the moves happen 20150323 19:33:48< zookeeper> but since the mode bleeds onto the regular mode, it's... awkward, i think 20150323 19:33:51< iceiceice> or allt he moves discard 20150323 19:33:54< zookeeper> yeah 20150323 19:34:12< iceiceice> idk which makes more sense 20150323 19:34:28< iceiceice> if turn off => execute, 20150323 19:34:31< iceiceice> then its similar to DSU 20150323 19:34:37< iceiceice> and you dont need an "execute" button 20150323 19:34:42< iceiceice> and undo can double as the discard button 20150323 19:34:52< iceiceice> but its maybe "safer" if you discard when you turn it off 20150323 19:35:03< zookeeper> well i think that in the planning mode, you should have the option to execute all moves anyway, so toggling planning mode off shouldn't cause anything to happen on its own 20150323 19:35:15< zookeeper> ...but arguably it could be an option 20150323 19:36:04< zookeeper> i think not executing when toggling off would clearly be "safer" as in prevent disaster when someone just tries to escape the planning mode 20150323 19:36:37-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20150323 19:36:59< zookeeper> after all, you only need a few clicks to recreate your plans if necessary, but you can't undo accidental moves and attacks 20150323 19:39:00-!- Kwandulin_2 [~Miranda@p5B0089B0.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20150323 19:39:50-!- Haudegen [~quassel@85.124.51.57] has joined #wesnoth-dev 20150323 19:42:25< zookeeper> along with changing the aforementioned, i think it'd really help if there was a clear visual distinction. 20150323 19:42:59< zookeeper> if this was a fancy 2015 game we could have a physical piece of translucent paper roll onto the screen and have pencil-like arrows and stuff to make it immediately obvious that it's a _planning_ mode. naturally we can't do _that_, but some kind of obvious visual indicator would be nice. 20150323 19:44:41< iceiceice> maybe we can make some kind of overlay 20150323 19:44:53< iceiceice> idk i never thought about that 20150323 19:46:14< zookeeper> really? the visuals have always been the first thing that have come to my mind when discussing a planning mode :P 20150323 19:47:27-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20150323 19:50:05< zookeeper> but i've always primarily approached it as a multiplayer co-op tool. suggest moves to your ally, make some plans showing what you intend to do next turn, etc 20150323 19:54:44< iceiceice> i mean whenever i used it i used it mainly as a zoc check tool 20150323 19:54:57< iceiceice> make sure that drake glider can't run somewhere i dont want him to etc 20150323 19:55:15< iceiceice> the thing about getting your units trapped by a wose is reason enough not to use in mp 20150323 19:55:25< iceiceice> to use DSU i mean 20150323 19:55:59< iceiceice> also i always thoguht DSU was a little squirrely :p 20150323 19:56:12< iceiceice> planning mode is also squirrely but not for zoc check 20150323 19:56:43< iceiceice> i definitely got crashes in 1.10 if you try to execute a planned attack action 20150323 19:57:09< iceiceice> i guess i wrote an email about that like a year ago ;p 20150323 19:57:22< iceiceice> lol that was a typo ^ 20150323 19:57:28< iceiceice> ;p is a pretty strange emoticon 20150323 20:02:56-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20150323 20:04:43-!- kex [~kex@95.180.213.88] has joined #wesnoth-dev 20150323 20:07:12< zookeeper> it's just extra sarcastic 20150323 20:07:36< zookeeper> or at least i believe that's how i interpret it 20150323 20:09:37-!- ancestral [~ancestral@64.113.207.238] has joined #wesnoth-dev 20150323 20:09:55-!- EdB [~edb@89-158-11-138.rev.numericable.fr] has quit [Quit: Konversation terminated!] 20150323 20:17:07< iceiceice> i think its like, extra sarcastic kid trying to make too many different faces at once 20150323 20:20:49< zookeeper> that'd work too 20150323 20:27:09-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20150323 20:29:52-!- ancestral [~ancestral@64.113.207.238] has quit [Quit: i go nstuf kthxbai] 20150323 20:56:27-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20150323 21:03:39-!- Haudegen [~quassel@85.124.51.57] has quit [Ping timeout: 256 seconds] 20150323 21:20:30-!- Haudegen [~quassel@85.124.51.57] has 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