--- Log opened Sat Aug 01 00:00:37 2015 20150801 00:03:33-!- Appleman1234__ is now known as Appleman1234 20150801 00:16:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20150801 00:17:22< aeth> anyone interested in testing my RPG in a few hours? 20150801 00:17:44< scythetwirler> what's it like? :) 20150801 00:18:37< aeth> There's a host, and the host can do quite a few things that are possible in WML and/or Lua, including change terrain and spawn in a special kind of unit called a summoner. 20150801 00:19:12< aeth> so e.g. yesterday I had a game in a cave area where it was against merfolk, and then trolls and undead, and then three bosses to end it. 20150801 00:19:24< scythetwirler> ah. 20150801 00:19:41< scythetwirler> is it multiplayer? 20150801 00:19:50< aeth> I fixed a bug where shroud/fog wasn't working on new scenarios (it's a campaign even though I've only ever played it on one map because that way characters can be saved) 20150801 00:19:53< aeth> yes 20150801 00:20:26< aeth> I guess you could also play it single player (I do lots of single player tests) but you'd essentially be playing against yourself 20150801 00:20:27< scythetwirler> I guess I could try it. 20150801 00:20:35< aeth> There is no AI because the AI doesn't handle spawned in units reasonably. 20150801 00:20:46< aeth> e.g. it will just blindly charge, go after villages, etc. 20150801 00:20:52< scythetwirler> ah. 20150801 00:20:59< aeth> Also, this way you can bribe some of the mini-bosses. 20150801 00:21:17< aeth> In the last game I played, I let a player buy the Saurians off for 108 gold and they stalled the trolls and merfolk so the players could advance 20150801 00:21:34< scythetwirler> lol 20150801 00:22:21< aeth> I have inventory sort of half-implemented, I forgot about that yesterday (it would have been useful) because the host can give certain items 20150801 00:24:38< aeth> I also have gold piles implemented, I forgot about that yesterday. Not that useful though without shops, though. 20150801 00:25:47< aeth> Today I'm going to try to implement: upgrades when promoting/AMLAing, shops (only healing potions for now), chests, and packs that drop when units with inventory die. 20150801 00:26:04< aeth> I also need to implement giving gold to nearby units so you can split the gold piles. 20150801 00:26:30< aeth> I'm going to have a playtest in a few hours with whatever I manage to do 20150801 00:31:59< aeth> https://github.com/Aethaeryn/wesnoth-umc/blob/master/Master_of_Dungeons/todo 20150801 00:32:13< aeth> basically, I'm going to try to do 1 and 3 20150801 00:43:39< scythetwirler> I see. 20150801 00:44:58< Appleman1234> aeth, I am happy to playtest 20150801 00:47:30< aeth> Every time I go over my code it looks like I have more implemented than I thought 20150801 00:56:26-!- Appleman1234_ [~Appleman1@KD059138028201.au-net.ne.jp] has joined #wesnoth 20150801 00:59:03-!- Appleman1234 [~Appleman1@KD106155094059.au-net.ne.jp] has quit [Ping timeout: 255 seconds] 20150801 01:01:31-!- Appleman1234_ is now known as Appleman1234 20150801 01:27:56-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20150801 01:40:34< aeth> hi ancestral 20150801 01:40:46< ancestral> Hey — can’t stay on right now 20150801 01:40:57< ancestral> But maybe I’ll log on my phone 20150801 01:41:08< ancestral> What’s up? 20150801 01:41:23-!- ancestral_ [~ancestral@63.92.240.233] has joined #wesnoth 20150801 01:41:27-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20150801 01:41:28-!- ancestral_ is now known as ancestral 20150801 01:48:00-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: Smell ya later!] 20150801 01:48:22-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20150801 01:53:22-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: Smell ya later!] 20150801 02:20:31< aeth> ugh, I'm on the verge of getting shops to work but not quite there yet 20150801 02:28:43-!- ArneBab_ [~quassel@55d45f4d.access.ecotel.net] has joined #wesnoth 20150801 02:31:53-!- ArneBab [~quassel@55d41145.access.ecotel.net] has quit [Ping timeout: 256 seconds] 20150801 03:10:40-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth 20150801 03:18:15-!- ancestral [~ancestral@218.sub-70-197-207.myvzw.com] has joined #wesnoth 20150801 03:20:47-!- ancestral [~ancestral@218.sub-70-197-207.myvzw.com] has quit [Client Quit] 20150801 03:34:40-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20150801 04:19:53-!- oldlaptop [~quassel@50-107-125-36.adr02.mskg.mi.frontiernet.net] has quit [Ping timeout: 244 seconds] 20150801 04:23:59-!- oldlaptop [~quassel@50-107-125-36.adr02.mskg.mi.frontiernet.net] has joined #wesnoth 20150801 04:36:03-!- mthe878_ [~mthe@0546c3fd.skybroadband.com] has joined #wesnoth 20150801 04:36:04-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Ping timeout: 246 seconds] 20150801 05:42:36< janebot> Tweet (by @Wesnoth) New this week, brand new water graphics! #gamedev #screenshotsaturday http://t.co/IEV338Q7FD [ https://twitter.com/Wesnoth/status/627353711946371072 ] 20150801 05:43:56-!- [Relic] [~Relic]@2602:306:33a3:6d30:fcca:9b7b:4472:5f22] has quit [Quit: I press the magic X and all the weirdos go away!] 20150801 05:49:33-!- Kwandulin [~Miranda@p5B008992.dip0.t-ipconnect.de] has joined #wesnoth 20150801 05:53:55-!- oldlaptop [~quassel@50-107-125-36.adr02.mskg.mi.frontiernet.net] has quit [Ping timeout: 244 seconds] 20150801 05:55:50-!- oldlaptop [~quassel@50-107-125-36.adr02.mskg.mi.frontiernet.net] has joined #wesnoth 20150801 06:01:30-!- Kwandulin [~Miranda@p5B008992.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20150801 06:01:50< janebot> Tweet (by @Wesnoth) .@adag_dot_me if you pick it up again, you'll definitely be pleasantly surprised. [ https://twitter.com/Wesnoth/status/627358557231521793 ] 20150801 06:03:36-!- Panda_ [~IMO@2a01:e35:8aae:fcb0:a6fd:e761:fbcd:cbc2] has quit [Remote host closed the connection] 20150801 06:09:33-!- Kwandulin [~Miranda@p5B00977B.dip0.t-ipconnect.de] has joined #wesnoth 20150801 06:29:47-!- ancestral [~ancestral@75-161-229-81.mpls.qwest.net] has joined #wesnoth 20150801 06:40:04-!- Earlo [~Earlo@line-10441.dyn.kponet.fi] has joined #wesnoth 20150801 06:46:30< aeth> ancestral: I was just wondering if you wanted to playtest my add-on when I get the shops and upgrades working. At some point. 20150801 06:46:41< ancestral> Oh sure 20150801 06:47:47< aeth> I'm actually not sure when it will be ready. I thought it would have been ready tonight (i.e. hours ago) but I hit some problems with actaully getting an easy way for the shops to be stocked dynamically. 20150801 06:54:37< aeth> The hardest part is always trying to find a way to interface between WML and Lua 20150801 06:54:49< ancestral> I’ll have some time Sunday night 20150801 06:55:04< ancestral> Yeah, I’m no expert with WML <-> Lua 20150801 06:55:17< vultraz> I am 20150801 06:56:14< aeth> vultraz: Is calling Lua in WML possible in add-ons instead of just wesnoth/data/lua/wml-tags.lua? 20150801 06:56:34< aeth> well I mean writing WML tags 20150801 06:56:51< vultraz> You can write your own custom wml tags, yes 20150801 06:57:47< aeth> The current awkward way my code-from-3+-years-ago works is basically there's a ton of functions, and most of these functions end with WML tables with [lua] code = "foo_bar()" [/lua] somwhere 20150801 06:58:03< aeth> I don't think it can be avoided in all of the menu places 20150801 06:58:24< vultraz> add a lua file and include it with wesnoth.dofile or wesnoth.require in [lua] in you _main.cfg 20150801 06:59:10< aeth> "a lua file" 20150801 06:59:15< vultraz> a .lua file 20150801 07:00:03< aeth> I have 1912 lines of Lua in lua/*.lua, mostly written years ago 20150801 07:00:23< aeth> I was just hoping that there could be some simplified way of expressing things 20150801 07:03:38< vultraz> can I see your file? 20150801 07:04:57< aeth> https://github.com/Aethaeryn/wesnoth-umc/tree/master/Master_of_Dungeons 20150801 07:05:41< aeth> It probably does 100 things wrong because (1) it's very old, (2) it was written over a very long period of time, (3) I was a worse coder 3 years ago, and (4) Wesnoth's API doesn't (or didn't) encourage good style 20150801 07:05:57< vultraz> Ok, a lot of these can certainly be changed to WML tags 20150801 07:06:03< vultraz> with wesnoth.wml_actions 20150801 07:06:10< aeth> thank you 20150801 07:06:20< vultraz> http://wiki.wesnoth.org/LuaWML:Events#wesnoth.wml_actions 20150801 07:06:30< aeth> right now all my Lua fires at side turn 20150801 07:06:36< vultraz> so, wesnoth.wml_actions.custom_tag(cfg) 20150801 07:06:45< vultraz> then you can use [custom_tag] in your WML 20150801 07:06:45< aeth> where do I need to fire the Lua to get it to get in a tag? 20150801 07:07:04< vultraz> you don't fire anything 20150801 07:07:28< vultraz> you just put all your custom tag code in lua files and include them with wesnoth.dofile or wesnoth.require 20150801 07:07:38< vultraz> just like is done in mainline with lua/wml_tags.lua 20150801 07:07:45< aeth> so it doesn't run in [lua] at all, interesting 20150801 07:07:47-!- Appleman1234_ [~Appleman1@KD106155086183.au-net.ne.jp] has joined #wesnoth 20150801 07:07:49-!- lipkab [~the_new_l@host-91-147-210-193.biatv.hu] has joined #wesnoth 20150801 07:08:06< aeth> vultraz: is it MP-safe? without downloading? 20150801 07:09:50-!- Appleman1234 [~Appleman1@KD059138028201.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20150801 07:10:03< vultraz> Um, not sure 20150801 07:10:34< vultraz> but you probably have to download 20150801 07:10:34< aeth> that might be why I didn't do that 3 years ago then 20150801 07:10:34< aeth> Unless things changed it's nearly impossible to get people to join an MP game if they have to download 20150801 07:11:19 * vultraz shrugs 20150801 07:11:36< vultraz> there IS this http://wiki.wesnoth.org/LuaWML:Misc#wesnoth.synchronize_choice 20150801 07:14:55< aeth> one thing I don't like about the documentation is that all the WML stuff are T.foo 20150801 07:15:10< aeth> iirc, Lua doesn't like at least one of T.or, T.and, T.if, etc. 20150801 07:15:31< aeth> That's one reason I use the alternative T["foo"] syntax for all of them, so it's consistant. 20150801 07:21:38< aeth> It has the added advantage of sort of looking like [foo] 20150801 07:38:18-!- ancestral [~ancestral@75-161-229-81.mpls.qwest.net] has 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Kwandulin [~Miranda@p5B00977B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20150801 18:57:07< celticminstrel> I think a side-by-side comparison of the water would've been more useful. I can't tell the difference. 20150801 18:57:22< celticminstrel> I mean, if I look at it, it does seem somehow different, I guess. 20150801 18:57:36< vultraz> Really? To me it's pretty striking 20150801 18:57:44< vultraz> I suggest you open up 1.12 and then look again 20150801 18:58:00< celticminstrel> Well, I suppose it doesn't help that I haven't opened up Wesnoth since, um, I guess around when 1.12 was released? 20150801 19:09:06< zookeeper> umm, yeah, there's a huge difference 20150801 19:14:47-!- Xara2 [Yangyf@2001:cc0:2020:4010:c9fc:4f22:7237:273d] has joined #wesnoth 20150801 19:15:42< aeth> celticminstrel: (1) launch Wesnoth's Editor, (2) paintbucket everything to medium water, (3) select beach and draw on the water 20150801 19:17:03< Yaiyan> I kind of liked the old water, personally 20150801 19:17:12-!- shurnormal [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 264 seconds] 20150801 19:17:14< Yaiyan> But I've not seen anyone else share that view yet 20150801 19:17:30< aeth> Yaiyan: don't worry the water will probably change again when Wesnoth moves to SDL 2 20150801 19:17:42< shadowm> 16:17:05 I kind of liked the old water, personally 20150801 19:17:44< shadowm> ^ 20150801 19:17:50< celticminstrel> Which from the sounds of it won't be soon. 20150801 19:17:58< celticminstrel> Since that's a huge undertaking, right? 20150801 19:18:07< aeth> medium sized undertaking 20150801 19:18:45< Yaiyan> Can SDL1.2 and 2 run in parallel? 20150801 19:18:51< aeth> probably not 20150801 19:19:08< aeth> there's some compatability with 1.2 in 2, but it's probably not enough for Wesnoth 20150801 19:19:12< shadowm> Have both of them installed in your (presumably) Linux system? Yes. 20150801 19:19:18< zookeeper> Yaiyan, shadowm, you have strange tastes! 20150801 19:19:22< shadowm> Use both of them in the same program at the same time? No. 20150801 19:19:44< Yaiyan> Which makes upgrading to 2 a much bigger undertaking I suppose 20150801 19:20:09< aeth> anyway, once Wesnoth switches to SDL 2 I bet the water will probably be switched to a GL effect (the fire too but that's only in a few things) 20150801 19:20:21< Yaiyan> I won't pretend to know enough of C++ or SDL to know about how practical this is 20150801 19:20:25< celticminstrel> Fire? What fire? 20150801 19:20:39< Yaiyan> But couldn't all the SDL be wrapped in Wesnoth, and every SDL call be handled via that 20150801 19:20:50< celticminstrel> I think that's already done. 20150801 19:20:52< shadowm> aeth: No, not really. Maybe after the stable series following that. 20150801 19:20:57< aeth> celticminstrel: campfire, and a few more 20150801 19:20:57< Yaiyan> So instead of upgrading code everywhere, it's just one folder worth of stuff that would need to be upgraded 20150801 19:21:03< celticminstrel> Though I think it's a thin wrapper? 20150801 19:21:22< Yaiyan> SDL 1.2 doesn't let you use GL stuff? 20150801 19:21:29< celticminstrel> It sort of does. 20150801 19:21:32< shadowm> It does. 20150801 19:21:36< Yaiyan> Pygame let's you use pyOpenGL, and that's a SDL wrapper 20150801 19:21:40< Yaiyan> Ah 20150801 19:21:41< celticminstrel> You need to do most of it manually, I think. 20150801 19:22:00 * celticminstrel hasn't used SDL for awhile. 20150801 19:22:05< aeth> All I know is that people were saying in #wesnoth-dev that 2 makes GL way more doable 20150801 19:22:08< zookeeper> shadowm, so are you saying you _prefer_ the old water? O.o 20150801 19:22:13< aeth> I've only ever coded SDL 2 so I'm not 100% sure with the differences 20150801 19:22:38< shadowm> zookeeper: I think it's perfectly obvious from my vocal skepticism that I do. 20150801 19:23:03< Yaiyan> The biggest problem I have is how the new water jars with every other tile 20150801 19:23:05< aeth> zookeeper: I personally don't like the animated tides. There's not enough animation there. It looks choppy. It makes me think that my graphics settings are too high momentarily until I realize Wesnoth's a 2D game 20150801 19:23:09< zookeeper> shadowm, well one caret isn't very vocal :P 20150801 19:23:10< Yaiyan> But I've only seen screenshots of it 20150801 19:23:51< shadowm> zookeeper: You mean you forgot I made you spend over a week tweaking it? 20150801 19:24:06< shadowm> Or that I wasn't particularly enthusiastic about the result anyway? 20150801 19:24:37-!- shurnormal [~uxio@unaffiliated/ushiu] has joined #wesnoth 20150801 19:24:40< aeth> also in 1.13 if I place something the water jumps 20150801 19:24:49< aeth> (in the editor) 20150801 19:24:52< aeth> very annoying 20150801 19:24:56< Yaiyan> aeth, doesn't 1.12 do the same? 20150801 19:25:00-!- celticminstrel is now known as celmin|away 20150801 19:25:07< zookeeper> shadowm, i assumed the tweaks took care of the problems you had with it, and i think you don't tend to be vocally enthusiastic about things anyway 20150801 19:25:14< shadowm> Normally if I really love something I don't tell people to start a topic to show everyone either, rather the contrary. 20150801 19:25:31-!- Xara2 [Yangyf@2001:cc0:2020:4010:c9fc:4f22:7237:273d] has quit [Read error: Connection reset by peer] 20150801 19:25:31-!- Xara [Yangyf@2001:cc0:2020:4010:c9fc:4f22:7237:273d] has quit [Read error: Connection reset by peer] 20150801 19:25:41-!- shevy [~shevy@2a02:8388:1600:6900:be5f:f4ff:fecd:7cb2] has joined #wesnoth 20150801 19:25:59< shevy> Does anyone have an idea why this compile fails? http://pastie.org/pastes/10324340/text for wesnoth-1.12.4/ 20150801 19:26:03< aeth> Yaiyan: looking at it I think 1.12's is even worse 20150801 19:26:21< zookeeper> shadowm, oh. i didn't think to think of it that way :p 20150801 19:26:36< aeth> The problem with the new water is the variable wave size, it kind of breaks the visuals of all my maps, where I usually mix in three water types (ford, shallow, deep) for gameplay purposes 20150801 19:26:57< aeth> and so there's these giant huge one hex waves in a cave or something 20150801 19:27:01< Yaiyan> shevy, it's treating warnings as errors 20150801 19:27:10< shadowm> shevy: Use -DENABLE_STRICT_COMPILATION=OFF with cmake. 20150801 19:27:25< aeth> I suppose it's the magic of the Liches that makes cave water so rough 20150801 19:27:27< shevy> ok a moment 20150801 19:28:18< aeth> With the new water I like how at a glance you can see the fords more easily, but I don't like the deep water in cave maps 20150801 19:28:33< aeth> the deep water that can't be removed from cave maps because otherwise everyone will be able to walk everywhere 20150801 19:28:59< shadowm> I think the fords need to be updated at some point. 20150801 19:29:08< aeth> It's almost like there's a need for a Cave Deep Water now. 20150801 19:29:19< aeth> Gray Deep Water totally doesn't fit visually in caves imo 20150801 19:29:25< lipkab> zookeeper: Is this how the new water is supposed to look? Because then I prefer the old one, too. https://www.dropbox.com/s/rsd7ko8d8t624kp/new-water.png?dl=0 20150801 19:29:50< zookeeper> lipkab, obviously not. you just need a newer build 20150801 19:30:13< lipkab> I just git pulled. 20150801 19:30:17< Yaiyan> github doesn't let you search for :'s... 20150801 19:30:25< aeth> lipkab: that's not a fair comparison anyway, you need to see the deep water in a cave map to see how it messes up the look of all cave maps with water 20150801 19:30:26< shadowm> lipkab: You need to rebuild Wesnoth. 20150801 19:30:28< Yaiyan> Eh, too lazy to open grep for now 20150801 19:30:53< lipkab> Ah! 20150801 19:30:54< shadowm> lipkab: zookeeper had to add a couple of things to the terrain builder to make it work as intended. 20150801 19:31:05< lipkab> I see. 20150801 19:34:14< zookeeper> aeth, i was originally planning on adding a variant with smaller waves for use in caves and such, and still might 20150801 19:34:42< aeth> zookeeper: alternatively you could just make gray water the water for caves, that's what I was doing in my cave maps anyway. 20150801 19:34:52< aeth> Smaller waves in gray water... hopefully it doesn't break any outdoor maps badly. 20150801 19:35:09< aeth> The other place I'd imagine gray water would work well (haunted?) would also be fine with smaller waves 20150801 19:36:16< zookeeper> i wouldn't do it like that, no need 20150801 19:36:20< aeth> I think in the long run though if you want fancy water it needs to be an effect, and maps would need to be able to say something like "this is a river flowing this way" or "this is in a cave" or "this is still" 20150801 19:37:17< aeth> I think there are only 6 directions for water to flow in rivers, so I guess you could technically fake it by adding a lot of water tiles 20150801 19:40:51< aeth> zookeeper: I think the problem with coding in far out in sea waves is that even lakes need to have that sort of deep water, or caves, or rivers. It serves a gameplay purpose that can't really be avoided. 20150801 19:41:32< aeth> I guess lakes are OK, but caves and rivers now need to be handled as special cases to look OK and rivers might be too much work without OpenGL directly being used. 20150801 19:42:15< lipkab> zookeeper: It looks awesome. A big issue I see though is that it's so awesome that makes everything else look bad. 20150801 19:42:29< lipkab> *it makes 20150801 19:43:09< Yaiyan> lipkab, that's pretty much my point, it jars with everything else 20150801 19:43:13< aeth> lipkab: looking bad is a feature, not a bug, though. If it looks too good people might start to question things like "Why do these waves that are too rough to cross last for so many days in this long scenario?" 20150801 19:43:51< aeth> Wesnoth's art style is the only way you don't start to question the really odd abstract scales 20150801 19:44:31< aeth> One moment a house is a village, the next a set of "villages" (each a house) is a village. 20150801 19:44:44< aeth> And it works, usually. 20150801 19:45:53< aeth> Yaiyan: idk, I'm used to games having way different water style than the rest of the game's art style, especially in strategy. 20150801 19:47:39< aeth> It just has to not clash enough to draw you out of the immersion, and that is happnening in at least the cave maps I made. 20150801 19:48:08-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20150801 19:48:32< aeth> zookeeper: you can probably do a good enough fix with most of the deep water visuals on certain maps by just making 3 calm deep waters (gray, regular, tropical) 20150801 19:48:52< aeth> Calm would work in caves, calm might work in rivers, and calm might work when the deep water's directly bordering the coast for gameplay block-movement purposes. 20150801 19:53:02< zookeeper> the way i was planning on making the switch would be simply through one scenario-level macro call 20150801 19:53:28< zookeeper> put {CALM_WATER_WHATEVER} in your scenario and you get calm water in that scenario 20150801 19:53:44< zookeeper> making them separate terrains would be icky 20150801 19:54:20< aeth> ah 20150801 19:54:28< aeth> the problem is, what happens when you have a map that mixes cave with outside? 20150801 19:55:02< aeth> also unless things have changed most RPG maps for historical reasons aren't campaigns (MP didn't used to have campaigns), just really huge maps 20150801 19:55:30< aeth> so they could have elaborate void-separated separate areas that you just teleport to 20150801 19:57:57< zookeeper> then you'd just have to choose 20150801 19:59:06< aeth> hmm 20150801 19:59:19< aeth> what happens if by event you want the waters to turn rough? 20150801 19:59:25< zookeeper> you couldn't 20150801 20:01:20< aeth> I think that would be a bad precedent. Currently, you can do just about anything to a map while the map runs. I actually take advantage of that in one of my add-ons, with a redrawing map. 20150801 20:02:41-!- claymore2 [~hexchat@host109-154-220-118.range109-154.btcentralplus.com] has joined #wesnoth 20150801 20:03:49< aeth> Actually it's a bit of a mess to update for 1.12 because I basically made it do just about everything that could be done in (iirc) early 1.9 through Lua 20150801 20:11:05< shevy> compilation continued but now I have another error; I assume it may be related not to wesnoth but to boost instead? http://pastie.org/pastes/10324417/text 20150801 20:11:31< shevy> can I use boost 1.58.0? 20150801 20:12:28< vultraz> Yes 20150801 20:13:46< shevy> ok 20150801 20:14:36< shadowm> shevy: What OS are you running? 20150801 20:15:17< shevy> linux. it was kubuntu but I compiled most stuff anew 20150801 20:16:16< shadowm> shevy: Do you have libboost-locale-dev installed? 20150801 20:16:40< shadowm> Or if you are building your own Boost, did you make sure to build the Locale library? 20150801 20:16:55< shevy> I am compiling boost from source right now, will know more in perhaps 10 minutes 20150801 20:17:21< shadowm> Hm. :\ 20150801 20:18:01< shadowm> I crossbuilt Wesnoth (1.13.1+dev though) for Windows using Boost 1.58 recently and didn't get that, so I suspect 1.12 should build fine with that version too. 20150801 21:01:04< aeth> vultraz: you're probably right btw that I should probably do the Lua the proper way, and just require a download. 20150801 21:01:40< aeth> The more I clean up my code the more there's a clear API that could definitely simplify things if read in as WML tags. 20150801 21:04:09< aeth> Basically what I've wound up with is a much more concise and powerful way of writing extremely complex, dynamic menus than WML macros. I can just turn the top level of that into WML, hopefully. 20150801 21:06:40-!- lipkab [~the_new_l@host-91-147-210-193.biatv.hu] has quit [Quit: Leaving] 20150801 21:10:53< aeth> This is considerably more concise than WML macros. e.g. I just list the unit and the menus I want to put them under and it can tell their cost, their picture, etc., automatically for a nice menu entry. https://github.com/Aethaeryn/wesnoth-umc/blob/master/Master_of_Dungeons/data/units.lua 20150801 21:11:26< aeth> If I can convert this back into a WML tag, hopefully it'll be functionally very similar with the concise syntax, but more readable for people used to other Wesnoth add-ons 20150801 21:15:39< shevy> shadowm wesnoth finished compilation now after I compiled boost from source \o/ 20150801 21:15:39< aeth> hmm, how do I filter for a hex that has an image on it, e.g. a chest? 20150801 21:16:17< zookeeper> you canät 20150801 21:16:20< zookeeper> can't, even 20150801 21:16:44< zookeeper> well, except by using http://wiki.wesnoth.org/InternalActionsWML#.5Bstore_items.5D 20150801 21:16:50< aeth> I figured as much, I spent hours looking for it yesterday. 20150801 21:17:11< aeth> The only thing stopping me from testing my shop/chest code in my RPG is finding out how to do it in Lua and/or WML called from Lua 20150801 21:17:13< zookeeper> use that tag, then find_in=thatarray in an SLF 20150801 21:17:47< zookeeper> well... of course you still have to check for the right image 20150801 21:18:30< zookeeper> anyway, that ought to be all the tools you need (or have, for that matter, unless there's some better direct lua functions for items) 20150801 21:18:37< aeth> in this RPG, every image is a container (at least for now) 20150801 21:19:10< aeth> zookeeper: there's only items.place_image and items.remove afaik 20150801 21:19:15-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20150801 21:19:47< aeth> zookeeper: so it's trivial to make it so that for any given hex I right click on I can clear the image, but it's not trivial to make it so that for any given hex I right click on I can check to see if it's a shop afaik 20150801 21:21:53< aeth> Currently, what I do is have a message that has among its options "Interact", and if there's a shop (checking a Lua table that stores the shop data) something shows up there, and otherwise it's just cancel. 20150801 21:38:02-!- JackBauer24 [~JackBauer@89-76-206-248.dynamic.chello.pl] has joined #wesnoth 20150801 21:40:36< aeth> ancestral: I should make a Crusader Kings II style mod. Change the day/night cycle to seasons, have the characters age and die and pass on inheritances, etc. 20150801 21:41:15< ancestral> I always thought a game like Romance of the Three Kingdoms would be fun 20150801 21:41:20< aeth> chaotic would become good at fighting in the winter, lawful would become good at fighting in the summer or spring or something 20150801 21:41:29< ancestral> Also 20150801 21:41:35< ancestral> Sounds like King of Dragon Pass 20150801 21:42:02< ancestral> Basicaly, two events happen each season 20150801 21:42:06< aeth> ancestral: what would be really cool about a season cycle instead of a day/night cycle is that the trees can change 20150801 21:42:10< ancestral> And then you can choose to build and/or pray 20150801 21:42:12< aeth> and snow and stuff could fall 20150801 21:42:14< ancestral> or fight 20150801 21:42:21< ancestral> For sure 20150801 21:42:29< ancestral> And you can apply a color filter on the entire screen 20150801 21:42:30< aeth> I already have something that would be good for this 20150801 21:42:37< aeth> I think it's called Aethaeryn's Empires or something, in my mappack 20150801 21:42:49< aeth> where basically you recruit through villages and the scale's more zoomed out than regular Wesnoth 20150801 21:42:55< aeth> it would make sense to also have the time periods be longer 20150801 21:43:31< aeth> ancestral: right, the color filter, it would be sort of like Paradox's newest games (Hearts of Iron), just without the transition effect 20150801 21:45:38< aeth> actually I think that one has day/night in addition to winter 20150801 21:46:28< aeth> So you could have heirs with the silver crown (leader's the gold crown), and the oldest heir would inherit unless they die in battle or something 20150801 21:46:45< aeth> bad heir? Just send them charging at the enemy alone. Way easier than CK2, unfortunately. 20150801 21:47:32-!- celmin|away is now known as celticminstrel 20150801 21:49:57< ancestral> aeth: How would you simulate battles? 20150801 21:50:43< ancestral> Would you somehow modify the turn so it would stay on the same season or grant units more movement while a battle is in progress? 20150801 21:51:29< aeth> ancestral: I guess each unit would have to be an army in a more concrete way than Wesnoth, more like Paradox games 20150801 21:51:38< ancestral> Right 20150801 21:51:40< aeth> ancestral: So you could add HP/strikes by adding more people to the army 20150801 21:51:42< ancestral> Or like Romance 20150801 21:52:00< ancestral> Rot3K has armies of units, some of which up to 15,000 20150801 21:52:22< aeth> To keep it simple maybe it assumes in the battle that each strike is X thousand people, and each 10 HP is X thousand people. 20150801 21:52:32< ancestral> KoDP does battles like this: http://cdn.akamai.steamstatic.com/steam/apps/352220/ss_191ead4ed1650f72e972d64f10b59a6160ad5a53.jpg?t=1438098494 20150801 21:52:35< aeth> So 15,000 people = 15 strikes and 150 HP 20150801 21:52:44< ancestral> Choose an objective and a tactic 20150801 21:52:48< ancestral> Abstracts battles completely 20150801 21:53:06< ancestral> Of course, BfW is a tactical game, so you’d lose its main focus doing it that way :-P 20150801 21:53:14< aeth> ancestral: Unfortunately the interface code seems buggy/incomplete so everything would have to be done through message 20150801 21:53:23< shevy> huh 20150801 21:53:31< shevy> wesnoth will query for systemd? 20150801 21:53:45< aeth> ancestral: iirc if you make a new interface through Lua it crashes if you resize the window, or at least it did for me. 20150801 21:53:57< ancestral> Dat bad 20150801 21:54:24< ancestral> Option/messaging has worked well for me in the past 20150801 21:54:25< aeth> ancestral: It seems to be an issue with Wesnoth in general, if you resize a window when e.g. a Help screen is out it just knows to not change the resolution to avoid a crash 20150801 21:54:35< aeth> So it just cuts off the bottom and right 20150801 21:55:01< ancestral> Frankly, you have to assume your user is fullscreen or not changing the size of the window while playing 20150801 21:55:17< ancestral> There’s not much you can do, unless you plan on fixing that code 20150801 21:55:24< aeth> ancestral: that is such an un-Mac way of doing things isn't it? 20150801 21:55:25< ancestral> (and I know you aren’t) 20150801 21:55:51< aeth> ancestral: I'd much rather rewrite the Interface code than mess with someone else's. Wesnoth's code base is very, very messy. 20150801 21:56:12< ancestral> aeth: Resizing making smaller versus resizing making larger results in different behavior if I recall correctly 20150801 21:56:25< aeth> probably 20150801 21:56:29< ancestral> Anyway, I need to go 20150801 21:56:30< ancestral> bbl 20150801 21:56:32-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20150801 21:58:53-!- claymore2 [~hexchat@host109-154-220-118.range109-154.btcentralplus.com] has quit [Quit: Leaving] 20150801 22:39:27-!- Shiki [59cc9b69@gateway/web/freenode/ip.89.204.155.105] has joined #wesnoth 20150801 22:47:07-!- Earlo [~Earlo@line-10441.dyn.kponet.fi] has quit [Remote host closed the connection] 20150801 22:53:53-!- shevy [~shevy@2a02:8388:1600:6900:be5f:f4ff:fecd:7cb2] has left #wesnoth ["I'll be back ... maybe"] 20150801 23:20:45< aeth> do add-ons have auto-downloading dependencies yet? 20150801 23:21:05< aeth> so e.g. there could be some sort of Lua library that is shared between add-ons 20150801 23:21:35< aeth> Maybe as an era or something? I know that maps can now restrict what era they're for 20150801 23:22:19< Ravana_> unless you need units, use modification not era 20150801 23:24:06< aeth> oh, interesting, modifications, that's "new" 20150801 23:24:31< aeth> and dependencies. I see, they all got snuck in in 1.11.1 20150801 23:24:54< aeth> so they existed since that dev line. :-p 20150801 23:25:03< aeth> snuck in very clearly in the change log :-p 20150801 23:29:57-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 255 seconds] 20150801 23:34:05-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20150801 23:41:13-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 265 seconds] 20150801 23:43:56-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20150801 23:50:34-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth --- Log closed Sun Aug 02 00:00:38 2015