--- Log opened Sun Mar 27 00:00:12 2016 --- Day changed Sun Mar 27 2016 20160327 00:00:12< celticminstrel> I suppose this is somehow related to MAIH.micro_ai_setup. 20160327 00:02:44< shadowm> Ravana_: I don't think anyone bothered to explain the hotkey changes in the changelog of release notes so no. 20160327 00:03:01< shadowm> (And they are decidedly the most non-trivial change in 1.13.3.) 20160327 00:03:14< shadowm> *changes 20160327 00:12:04-!- Appleman1234 [~Appleman1@KD106161138227.au-net.ne.jp] has quit [Read error: Connection reset by peer] 20160327 00:12:46-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160327 00:19:38-!- Appleman1234 [~Appleman1@KD106161138227.au-net.ne.jp] has joined #wesnoth-dev 20160327 00:21:33< mattsc> celticminstrel: You can be reasonably certain that things like that originate from me having no idea what I am doing. 20160327 00:27:51< celticminstrel> I think upgrading the MAIs is actually going to be a bit harder than anticipated. 20160327 00:28:36< celticminstrel> ...the end scenario signpost didn't work in the guardians test scenario. 20160327 00:28:48< celticminstrel> Perhaps because two griffins died? 20160327 00:35:48< celticminstrel> The dragon's movements are really random. Sometimes it moves forward and back again. 20160327 00:36:53< celticminstrel> It also gets cut off weirdly next to certain terrains. 20160327 00:56:12-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Ping timeout: 276 seconds] 20160327 01:03:14< celticminstrel> Is the elves besieged test supposed to make you play the orcs? 20160327 01:03:34< celticminstrel> And other elves? 20160327 01:04:30-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20160327 01:08:38-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20160327 01:11:05-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160327 01:12:17< mattsc> No - it’s the AI playing the human side of that scenario. 20160327 01:12:22< mattsc> Just a demonstration. 20160327 01:12:49< celticminstrel> Right, the AI is playing the side that's human in the campaign, but the other sides are all human-controlled. 20160327 01:13:05< mattsc> They are not supposed to be. 20160327 01:13:17< mattsc> Did you get there from the switchboard scenario? 20160327 01:13:20< celticminstrel> Yes. 20160327 01:13:35< celticminstrel> Does this also apply to the orcs in the guardian scenario? It's human-controlled too. 20160327 01:13:36< mattsc> So that’s the problem that I reported earlier then. 20160327 01:13:54< mattsc> My guess is that controller is not set and expected to default to ai. 20160327 01:14:44< mattsc> Which is what it used to do; and I think gfgtdf and/or you said you would restore that. 20160327 01:15:10< mattsc> Either way, if you go to the scenario (and others) directly from the CL, that does not happen. 20160327 01:15:19< celticminstrel> This is different than the force lock settings thing, I guess... 20160327 01:15:21< mattsc> Same, for example, with side 2 in guardians 20160327 01:15:32< mattsc> Yes. 20160327 01:15:42< celticminstrel> Oh right, that broke recruits or something. 20160327 01:15:43< mattsc> Force lock settings only fixed the recruit lists. 20160327 01:16:02< celticminstrel> Right, okay. 20160327 01:16:44< celticminstrel> I wonder if the bottleneck scenario ever ends. 20160327 01:17:01< mattsc> Uh, yes, it does. 20160327 01:17:11< mattsc> One side will eventually run out of units. 20160327 01:17:14< celticminstrel> I guess there are more orcs, so yeah. 20160327 01:17:47< mattsc> Was there anything you wanted me to do or answer at this time? 20160327 01:17:59< mattsc> I doubt that the dragon being cut off by terrain is due to the AI. ;) 20160327 01:18:02< celticminstrel> Um, I think not rightnow. 20160327 01:18:07< celticminstrel> Yeah, it's not. :P 20160327 01:18:12< celticminstrel> ^right now 20160327 01:18:12< mattsc> okay 20160327 01:18:30< mattsc> I’ll be in and out throughout the evening (out = afk) 20160327 01:19:04< mattsc> Oh, and I hate that Colloquy does not reset the away status once one starts typing. I always forget that … 20160327 01:20:04< mattsc> About the bottleneck scenario, the defendes actually win more often than not 20160327 01:20:12< mattsc> ^defenders 20160327 01:20:22-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160327 01:20:35< celticminstrel> Yeah, wow, they did win. 20160327 01:21:39< celticminstrel> There seems to be a problem with the accelerated speed setting. 20160327 01:21:54< celticminstrel> It seems that it's reset to off when a new scenario is started, even though prefs still say it's on. 20160327 01:22:06< vultraz> yeah i noticed that 20160327 01:22:16< vultraz> i think i know why :| 20160327 01:22:24< vultraz> I removed the prefs display manager 20160327 01:22:29-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 260 seconds] 20160327 01:22:29-!- wedge010 is now known as wedge009 20160327 01:22:40< celticminstrel> Also, uh, this messenger scenario seems to be set up so that the orcs don't even have a chance to touch the horsemen. 20160327 01:23:14< celticminstrel> And it ended in defeat for some reason. 20160327 01:23:16< mattsc> They can touch them, it’s just pretty hard to win. But it is possible. 20160327 01:23:31< celticminstrel> I see... 20160327 01:23:41< mattsc> Again, all these scenarios are just demonstrations. I didn’t really care much about balancing them. 20160327 01:23:53< celticminstrel> Fair enough. 20160327 01:24:29< mattsc> Which doesn’t mean I am opposed to somebody doing so at all, just that I was more interested in writing the AIs than the scenarios. 20160327 01:25:38< mattsc> Hmm, the “Again,” up there doesn’t refer to our conversation I think, but something I said much longer ago. :P 20160327 01:25:49-!- trewe [~trewe@bl20-31-249.dsl.telepac.pt] has quit [Quit: quit] 20160327 01:26:06< celticminstrel> So vultraz, does that mean you have an idea of how to fix it? 20160327 01:26:10-!- prkc [~prkc@540265D3.dsl.pool.telekom.hu] has quit [Quit: Leaving] 20160327 01:26:45< celticminstrel> There are so many MicroAIs... 20160327 01:27:00< vultraz> celticminstrel: I could revert that commit 20160327 01:27:04< vultraz> but I don't really want to 20160327 01:27:32< celticminstrel> vultraz: Yeah, something different is probably better. The setting may be cached somewhere? 20160327 01:30:24< mattsc> celticminstrel: yes, there are … Who ever came up with the stupid idea of writing that many of them?! 20160327 01:30:29< celticminstrel> XD 20160327 01:30:39< celticminstrel> I have four scenarios left, I think. 20160327 01:30:45< mattsc> :) 20160327 01:31:06< celticminstrel> And I guess I'm going to have to go through this again once the MAIs are updated to the new syntax... 20160327 01:31:31< mattsc> Somebody does, yes. 20160327 01:31:55< mattsc> celticminstrel: btw, as an example, when I “play” the messenger scenario, I am usually to lazy to actually play it. 20160327 01:32:07< celticminstrel> Particularly since some of them uses {exec,eval}_parms that wouldn't be valid configs. 20160327 01:32:07< mattsc> SO I just debug spawn some grunts in the way of the horsies. 20160327 01:32:16< celticminstrel> Oh. I just droided the orcs. 20160327 01:32:31< mattsc> That’s also an option. 20160327 01:32:40< mattsc> Then they really don’t have a chance though. 20160327 01:32:49< mattsc> That one you’re really supposed to play yourself. 20160327 01:33:27< mattsc> But anyway, since I know what to look for in the AI behavior, I just put a couple grunts out there and see if it behaves as desired. 20160327 01:34:19< mattsc> celticminstrel: which ones use non-config parameters? 20160327 01:34:29< celticminstrel> Even though I'll test them after the update, we might be looking for different things, so it might be good for you to test them as well. 20160327 01:34:31< mattsc> Don’t they all come from the [micro_ai] tag? 20160327 01:34:40< celticminstrel> Yes. 20160327 01:34:49< mattsc> Yeah, I’d pretty much planned to do that anyway. 20160327 01:34:56< celticminstrel> However, child tags are converted to a more Lua-like structure. 20160327 01:35:00< mattsc> But out of curiosity mostly. 20160327 01:35:10< celticminstrel> Roughly: cfg.some_key = H.get_child("some_key") 20160327 01:35:27< celticminstrel> After which cfg is no longer a valid config table. 20160327 01:35:45< mattsc> Hmm. 20160327 01:36:30< celticminstrel> Should we mention this in case someone made their own Micro AIs? 20160327 01:37:36< celticminstrel> I think it would be good to add suppress_end_turn_confirmation=yes to all the sides that are supposed to maybe be played by humans. 20160327 01:37:45< celticminstrel> Maybe I'll do that later. 20160327 01:37:53< mattsc> ok 20160327 01:40:21< celticminstrel> The goto test scenario seems kinda fun. 20160327 01:40:26< celticminstrel> It has plot! Sort of! 20160327 01:44:08< celticminstrel> The yellow (bandit) leader isn't recruiting anything though... 20160327 01:44:40< celticminstrel> Or was that the green one. I can't tell because my TC is broken. 20160327 01:44:54< celticminstrel> I think it's green. 20160327 01:45:23< celticminstrel> Oh, I suppose the point with that one is that its units react to things coming near. 20160327 01:45:59< mattsc> Yea, the point is that you, ironically, can use the Goto MAI to make a guardian. 20160327 01:48:06< celticminstrel> Blue side seems to be "lost" in the mountains. 20160327 01:48:28< mattsc> Hmm? 20160327 01:48:39< mattsc> One of them should go around the mountains, the other one through. 20160327 01:49:05< mattsc> Both of them arrive at roughly the same time, but the one on the roads winning by a bit, I think. 20160327 01:49:12< celticminstrel> Two of them are up in the mountains in the north, the third at the west (not really in them, but near them). 20160327 01:49:25< celticminstrel> Ah, one of those two is the target, okay. 20160327 01:49:40< celticminstrel> That's why. 20160327 01:50:17< mattsc> Ah, okay. 20160327 01:50:34< mattsc> I just started the scenario to see why you say there are three. 20160327 01:50:44< mattsc> Yes, they make their way to the leader in the NW. 20160327 01:50:47< celticminstrel> Heh, sorry. 20160327 01:51:17< mattsc> That’s okay, there’s a lot going on in that scenario. :) 20160327 01:51:32< celticminstrel> Huh, someone attacked a ghost. 20160327 01:52:12< celticminstrel> Wait a second, the bats didn't head back out to the corners after returning to the centre... 20160327 01:53:12< mattsc> Hmm, they should be doing that. 20160327 01:53:31< mattsc> But TBH, I did not test it that far a few weeks ago. 20160327 01:53:47< mattsc> I just tested that they headed back to the center after they reached the corners. 20160327 01:54:41< mattsc> they should be doing that = yoyoing back and forth indefinitely. 20160327 01:55:27< vultraz> shadowm: where's that old wesnoth todo list of yours again? 20160327 01:55:44< mattsc> and I know they used to do that, but I don’t remember when I tested it that far the last time. 20160327 01:55:56< celticminstrel> I'm just going to start the last three to make sure there are no Lua errors... >_> 20160327 01:56:12< mattsc> sounds good 20160327 01:56:41< celticminstrel> When I update to [args] I should probably at least play a turn or two to make sure there are no Lua errors from the CAs though. 20160327 01:56:49< mattsc> things like that (with the bats), we can test again and fix after you changed the syntax 20160327 01:56:59< mattsc> agreed 20160327 01:57:23< irker277> wesnoth: Celtic Minstrel wesnoth:master 6ed34069fe52 / data/ai/micro_ais/micro_ai_wml_tag.lua: Micro AIs: Remove tests for deprecated syntax https://github.com/wesnoth/wesnoth/commit/6ed34069fe5269bb43e0d6a440f75b558cc16e8c 20160327 01:57:25< irker277> wesnoth: Celtic Minstrel wesnoth:master c19ddba30ace / / (12 files in 3 dirs): MicroAIs: Refactor code to make it easy for add-ons to add new ones https://github.com/wesnoth/wesnoth/commit/c19ddba30acec6303b762db14134a3a064f39a32 20160327 01:57:39< celticminstrel> Suppertime, then updating to [args]. 20160327 01:59:56< mattsc> Bon appetit! 20160327 02:02:37< vultraz> shadowm: nvm, found it 20160327 02:03:28< mattsc> celticminstrel: ooo, I like c19ddba30ace. I’ve been thinking about doing something like that myself, but had never found the motivation to actually go through with it. 20160327 02:05:21-!- nos__ [~nos@208.91.185.104] has quit [Ping timeout: 244 seconds] 20160327 02:27:54-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 02:33:29< mattsc> Hi ancestral. 20160327 02:33:35< ancestral> Hi there 20160327 02:33:37< mattsc> Did you see this? https://gna.org/bugs/?24541 20160327 02:33:57< ancestral> No 20160327 02:34:01< ancestral> Interesting, 10.10.5 20160327 02:34:19< ancestral> libcairo 20160327 02:34:26< mattsc> Yeah; I don’t have a 10.10 system any more, so I cannot test. 20160327 02:34:33< ancestral> So somehow that is missing from the package? 20160327 02:34:45< mattsc> Oh, no, you know, that’s the same error I get too. 20160327 02:34:47< ancestral> Yuck, it’s pulling from /usr/local/opt 20160327 02:34:53< ancestral> I see 20160327 02:34:55< mattsc> Yes, exactly. 20160327 02:35:00< ancestral> I had it built with homebrew 20160327 02:35:06< mattsc> I think I mentioned that to you briefly, but then I forgot about it. 20160327 02:35:07< ancestral> It linked from there 20160327 02:37:17< mattsc> Well, it’s probably one of the libraries internally linking to it (could even be its own reference) 20160327 02:37:31< mattsc> Did you change those with install_name_tool? 20160327 02:38:04< ancestral> So how did I screw that up 20160327 02:38:10< ancestral> No I haven’t 20160327 02:39:09< ancestral> Alright I’ll have to play around with this tomorrow 20160327 02:39:16< ancestral> Maybe I can release a 1.13.4a 20160327 02:39:40< ancestral> celticminstrel: Did you get my message about the Xcode project breaking? 20160327 02:39:44< mattsc> ancestral: there are five references to /usr/local/opt in libcairo.2.dylib, and one in libintl.8.dylib 20160327 02:39:55< mattsc> In 1.13.4, I mean 20160327 02:39:58< ancestral> Okay 20160327 02:40:28-!- travis-ci [~travis-ci@ec2-54-80-130-225.compute-1.amazonaws.com] has joined #wesnoth-dev 20160327 02:40:29< travis-ci> wesnoth/wesnoth#9070 (master - c19ddba : Celtic Minstrel): The build has errored. 20160327 02:40:29< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/118758845 20160327 02:40:29-!- travis-ci [~travis-ci@ec2-54-80-130-225.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160327 02:40:30< mattsc> ancestral: I don’t have the problem with Xcode. celticminstrel was thinking that maybe you had a merge conflict and it got corrupted that way. 20160327 02:41:06< mattsc> ancestral: you can use ‘otool -L *.dylib’ to see the internally linked libraries 20160327 02:41:08< ancestral> I git stashed dropped 20160327 02:41:23< ancestral> git pull 20160327 02:41:39< mattsc> and then you can change those that go to the homebrew directory with install_name_tool. 20160327 02:41:44< ancestral> Yeah 20160327 02:41:48< mattsc> (I assume you know this, but just in case.) 20160327 02:41:56< ancestral> Hmm okay now the project opens 20160327 02:42:02< ancestral> celticminstrel: Alright, never mind then :) 20160327 02:42:45< mattsc> ancestral: do you have the script I wrote to do those steps automatically? 20160327 02:43:57< ancestral> I don’t think so 20160327 02:44:05< ancestral> I have Packaging Instructions 20160327 02:44:39< mattsc> IT might be in there, I don’t remember. 20160327 02:44:42< mattsc> ancestral: http://pastebin.com/01hV9LUc 20160327 02:45:18< ancestral> Downloaded, thanks 20160327 02:45:33< mattsc> Just put all the dylibs into a temporary directory and run the script. 20160327 02:45:45< mattsc> then do an otool -L afterward to see if it worked 20160327 02:46:12< mattsc> Well, obviously you need to change the second line to the homebrew directory 20160327 02:47:21< celticminstrel> Back. 20160327 02:47:40< celticminstrel> Glad you solved your problem with the XCode project. 20160327 02:52:07< celticminstrel> Hmm. For updating to [args], I bet I can just drop all the special handling of subtags in the WML tag handler. 20160327 02:52:55< mattsc> That would be my guess. 20160327 02:59:03< celticminstrel> In the wolves MAI, is it really necessary to have an [and] subtag of [filter_enemy]? 20160327 02:59:09< celticminstrel> Seems redundant. 20160327 03:03:44< mattsc> IIRC, the [and] is there so that it works both when the filter is given and when it is not, without needing an if statement 20160327 03:03:49< mattsc> Or something along those lines. 20160327 03:04:57< celticminstrel> Okay, if the filter is empty, what's the expected behaviour? They attack anyone? 20160327 03:07:56< ancestral> vultraz: https://paste.ee/r/g9MGv 20160327 03:08:54< vultraz> ancestral: I'll take a look at those :) 20160327 03:09:12< ancestral> I should say, none of those support CJK, but that’s fine, they don’t need to 20160327 03:09:31< ancestral> (With an exception; Droid has its own separate CJK fonts) 20160327 03:10:17< ancestral> Oh also 20160327 03:10:56< ancestral> If you change fonts.cfg:8 to whatever you want, it should pull it into the system without any additional installation. (If it’s installed on your computer, Wesnoth can access it.) 20160327 03:11:18< ancestral> s/into/from 20160327 03:13:02< vultraz> off the bat I'd say we should avoid open sans 20160327 03:14:17< vultraz> Droid Sans doesn't ship an italic version 20160327 03:16:26< celticminstrel> I would consider that worse that shipping italic but not bold; it's easier to fake bold than italics. 20160327 03:16:28< vultraz> Liberation Sans doesn't look very good 20160327 03:18:05< vultraz> I'm also thinking Roboto is out 20160327 03:18:36< ancestral> Yeah, I don’t care much for Liberation Sans 20160327 03:18:49< ancestral> vultraz: Why avoid open sans? 20160327 03:18:53< ancestral> Just curious 20160327 03:19:02< vultraz> isn't it used in a lot of webpages 20160327 03:19:09< ancestral> Yes, I suppose 20160327 03:19:14< vultraz> It might make us look generic 20160327 03:20:00< ancestral> Not sure about that, in the context of a video game 20160327 03:20:13< ancestral> In any case, I’m not married to any one of these anyway 20160327 03:20:45< ancestral> vultraz: There are many more than these if Vietnamese or Cyrillic were omitted 20160327 03:21:14< celticminstrel> I think omitting Cyrillic, at least, might be a bad idea. 20160327 03:21:19< ancestral> Agreed 20160327 03:21:36< celticminstrel> I thought Vietnamese used Latin letters. 20160327 03:21:37< vultraz> ancestral: my tentative top three would be Coval, Carlito, and Lato, in no particular order. 20160327 03:21:48< shadowm> Yeah, those anime-loving Russians would be cross if you dropped Cyrilic. 20160327 03:22:36< vultraz> with Linux Biolinum as a possible 4th 20160327 03:22:54< vultraz> I'd pick between those 20160327 03:23:15< ancestral> (https://en.wikipedia.org/wiki/Kuril_Islands_dispute) 20160327 03:25:16< vultraz> Lato is quite elegant. 20160327 03:25:22< vultraz> Coval has some flavor 20160327 03:25:32< vultraz> Carlito has similar flavor 20160327 03:25:47< ancestral> Anyway, if we were somewhat serious about this, it would be useful to generate in-game examples 20160327 03:26:44< vultraz> Agreed 20160327 03:27:23< vultraz> I suppose we should do it on each platform 20160327 03:27:28< mattsc> celticminstrel: not empty filter, but missing filter (but the behavior is the same): yes, all units (or locations or whatever it filters for) 20160327 03:27:46< ancestral> vultraz: Yeah 20160327 03:27:59< celticminstrel> I was starting to simplify it, but ended up abandoning the attempt. 20160327 03:28:23< vultraz> ancestral: can you handle os x 20160327 03:28:29< celticminstrel> I have to wonder why "split" is a function that exists in ai_helper rather than somewhere more general. 20160327 03:28:30< ancestral> Sure ;-) 20160327 03:28:32< vultraz> :P 20160327 03:29:04< celticminstrel> Honestly, I think the best place for it is in string. 20160327 03:29:22< celticminstrel> But maybe people wouldn't like adding extra functions to string. 20160327 03:31:40< celticminstrel> The MAI code doesn't use set_wml_tag_metatable for some reason. 20160327 03:34:19< celticminstrel> There's a comment saying that "type" is a reserved keyword in Lua. It's not. 20160327 03:34:26< celticminstrel> (It's a built-in function, though.) 20160327 03:35:23< vultraz> who will handle linux? 20160327 03:37:19< mattsc> celticminstrel: so I’m not sure if I said that clearly enough: the code needs to be able missing filters (nil), empty filters ( {} ) and filters containing something. 20160327 03:37:31< mattsc> *to be able to handle 20160327 03:37:54< celticminstrel> mattsc: I assume it does, since I changed my mind about simplifying it. 20160327 03:38:11< mattsc> The way things were set up before, using [and] accomplishes all of that without having to distinguish between those cases. 20160327 03:38:37< mattsc> Even though it is unnecesssary in 2 of the 3... 20160327 03:40:34< celticminstrel> I wish some of these helper functions were in the metatable so I could do eg cfg:child_range("xyz") 20160327 03:41:52< mattsc> meta .. table ? 20160327 03:41:59< celticminstrel> Yeah. 20160327 03:42:00< mattsc> I’m kdding. 20160327 03:42:23< mattsc> But at the time I started on the MAIs, I probably barely knew what that was. 20160327 03:42:35< mattsc> Feel free to move them there. 20160327 03:42:41< celticminstrel> This particular complaint is more far more general than the MAIs. 20160327 03:43:14< mattsc> Oh, child_range. Right. 20160327 03:44:25< celticminstrel> Hmm, this wasn't so hard after all. Assuming I didn't mess up. 20160327 03:45:06< celticminstrel> I only need to test random recruiting and protect unit in any detail, probably. Though I should test a few others to make sure the general mechanism still works. 20160327 03:46:11< celticminstrel> Oh right, I'll need to change the arglist of all of them. Almost forgot about that. 20160327 03:55:43< celticminstrel> The Experimental AI passes parameters to its recruit engine, but the MicroAI does not appear to do so. 20160327 03:58:22< celticminstrel> Oh, I guess the parameters aren't actually read during the recruit engine initialization, so by setting them later it still works. 20160327 04:03:57< celticminstrel> Simple Attack uses the persistent data, but appears to store non-WML-compatible data in it. 20160327 04:04:30< celticminstrel> Actually, does it need to use the persistent data? A local variable might work just as well. 20160327 04:05:34< celticminstrel> If it's only to share info between the evaluation and execution. 20160327 04:07:09< celticminstrel> Protect Unit access the persistent data but doesn't store anything there... so some other AI code could affect it by storing things where it expects to find them... 20160327 04:07:13< celticminstrel> ^accesses 20160327 04:08:15< celticminstrel> That's the move CA. The "finish" CA uses it to share between evaluation and execution. 20160327 04:09:26< celticminstrel> And the attack CA. 20160327 04:11:03< celticminstrel> Several of the attack CAs, it seems. 20160327 04:13:49< celticminstrel> Healer support appears to use it to share data between its 2-3 different CAs. Nice. 20160327 04:18:18< celticminstrel> Fast AI uses it a lot. I don't feel like trying to sort out which parts truly need to be in the persistent data. 20160327 04:19:23-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 04:27:42-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 04:28:52< celticminstrel> I'm 99% sure that some of these global test scenarios are using outdated syntax. 20160327 04:29:42< celticminstrel> Aginor: Labels appear to be drawn on top of chat, rather than underneath it. 20160327 04:36:27< celticminstrel> So far it seems like I broke guardians and lurkers... 20160327 04:37:41< celticminstrel> Maybe I just broke everything... 20160327 04:57:52-!- irker277 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160327 04:58:15-!- nos__ [~nos@208.91.185.104] has joined #wesnoth-dev 20160327 04:59:13-!- NosajIRL [~nos@208.91.185.104] has joined #wesnoth-dev 20160327 05:00:04-!- NosajIRL [~nos@208.91.185.104] has quit [Client Quit] 20160327 05:06:55< celticminstrel> I wonder how many of the MAIs duplicate utility functions in several CAs... the herding one at least duplicates get_next_sheep... 20160327 05:07:16< celticminstrel> ...actually wait, it looks like it might be slightly different in each CA. 20160327 05:09:46< vultraz> huh 20160327 05:09:56< vultraz> it seems the more 'weight' a font has the better it looks in gui2 20160327 05:14:03-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Ping timeout: 240 seconds] 20160327 05:14:21-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160327 05:22:55-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160327 05:46:56< celticminstrel> Ooh, the Fast AI improperly checks the attacks aspect... 20160327 05:50:23< celticminstrel> At least it had an excuse, though - no proper way existed. 20160327 05:52:26< celticminstrel> Weird. I started three Wesnoth instances at once, and one of them failed to locate the core and then, presumably, segfaulted. 20160327 05:55:32< celticminstrel> Ah, no, it threw an exception. 20160327 06:01:38< celticminstrel> Lurkers and guardians still broken... 20160327 06:08:20< celticminstrel> Looks like the CAs are added correctly... 20160327 06:12:30< celticminstrel> The FormulaAI lurkers weirdly seem to have the CA twice, in two separate stages. 20160327 06:19:46< celticminstrel> Uhh... two saurians just attacked empty spaces. o.o. 20160327 06:20:17< celticminstrel> Or at least, they look empty. Mousing over shows a unit in the sidebar. 20160327 06:26:35< celticminstrel> I think RELEASE_NOTES might be incorrect on how to fix external Lua CAs... 20160327 06:27:04< celticminstrel> Either that, or passing [args] in is broken. 20160327 06:29:47< celticminstrel> Ahhh, it's (cfg, data), not (data, cfg). 20160327 06:30:17< celticminstrel> Yeah okay. 20160327 06:34:31< vultraz> celticminstrel: https://drive.google.com/file/d/0B-mR9s8FduLLVVRsNmhJdThQMk0/view?usp=sharing 20160327 06:36:31< celticminstrel> (Do I talk too much in here?) 20160327 06:36:46< vultraz> no 20160327 06:36:49< vultraz> I do more :P 20160327 06:36:59< celticminstrel> Hmm, maybe. 20160327 06:37:56< celticminstrel> The gold outline vanishes behind the scrollbar. 20160327 06:38:06< vultraz> yeah 20160327 06:38:09< celticminstrel> Am I supposed to be looking at anything in particular there? 20160327 06:38:14< vultraz> the new border 20160327 06:38:25< celticminstrel> New border? 20160327 06:38:29-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 06:38:30< vultraz> blah 20160327 06:38:34< celticminstrel> Meaning the gold outline, or...? 20160327 06:38:37< vultraz> i mean the game list area 20160327 06:38:43< vultraz> has a background 20160327 06:38:55< celticminstrel> Oh, I guess it does. 20160327 06:39:05< vultraz> also, what do you think of the font 20160327 06:39:08< celticminstrel> The border didn't vanish like that for me, BTW. 20160327 06:39:18< vultraz> yes because I changed things 20160327 06:39:21< vultraz> I didn't like the way you did it 20160327 06:39:59< celticminstrel> The font seems okay to me. Small text is a bit small, line height is perhaps a bit high. 20160327 06:40:08< celticminstrel> What didn't you like about it? 20160327 06:40:22< vultraz> didn't align with other widgets 20160327 06:40:28< celticminstrel> Huh? 20160327 06:41:41< vultraz> the border didn't use have a border so other widgets without the border but with borders didn't line up 20160327 06:43:27< celticminstrel> Huh? 20160327 06:43:28< vultraz> I'll do some things 20160327 06:43:42< celticminstrel> Okay, lurkers and basic mechanism definitely works now, so sleep before testing everything. 20160327 06:43:50< vultraz> celticminstrel: your colored border was drawn outside the widgets' range 20160327 06:44:04< vultraz> since the widgets, such as the listbox here, used border = all 20160327 06:44:25< celticminstrel> Yes, it was drawn in that border area, so it was one pixel wider than the widget or something. 20160327 06:44:33< vultraz> no, 5 20160327 06:44:34< vultraz> 5 pixels 20160327 06:44:50< celticminstrel> Maybe 5 pixels on the left and top sides. 20160327 06:44:53< vultraz> anyway, don't worry, I'll do some things 20160327 06:45:00< celticminstrel> 1 pixel for sure on the right and bottom sides. 20160327 06:45:35< vultraz> right 20160327 06:45:37< celticminstrel> But it's pretty trivial to fix that for left and top by changing just two lines in the macro definition. 20160327 06:45:59< celticminstrel> Instead of x=0, something like x={BORDER_WIDTH}-{BORDER_THICKNESS} 20160327 06:46:04< celticminstrel> Same for y. 20160327 06:46:08< vultraz> yes but im experimenting with some things 20160327 06:46:14 * celticminstrel shrugs. 20160327 06:46:54< celticminstrel> I am not going to look through this entire diff to make sure I didn't do anything stupid. It's actually a pretty big diff. 20160327 06:48:27< celticminstrel> Bedtime. Good night. 20160327 06:48:40-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160327 07:13:00-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160327 07:13:00-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160327 07:32:36-!- Kwandulin [~Miranda@p200300760F191C9238214AA1C74AE295.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160327 07:34:27-!- mjs-de [~mjs-de@p508C8C97.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160327 07:35:10< Aginor> greetings 20160327 07:35:39< Aginor> I have done some deep pondering of our rendering path 20160327 07:36:07< Aginor> and I am planning to split the current draw() call into pre_draw(), draw(), post_draw() 20160327 07:36:24< Aginor> moving GUI2 into the same framework 20160327 07:36:39< Aginor> and likewise, moving GUI1 into the same direction 20160327 07:36:54< Aginor> that way we should have a slightly more holistic approach to the drawing 20160327 07:37:23-!- mjs-de [~mjs-de@p508C8C97.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20160327 07:38:59< vultraz> Isn't there already something of the sort? 20160327 07:39:25< Aginor> there is 20160327 07:39:31< Aginor> in GUI2 20160327 07:39:43< Aginor> but I shall formalise it across the game 20160327 07:39:55< Aginor> bringing a consistent approach to all the rendering! 20160327 07:40:11< Aginor> a reign of uniformness and consistent approaches! 20160327 07:41:00< vultraz> I know about GUI2 20160327 07:41:12< vultraz> but I mean I could have sworn there were some pre_draw() and post_draw() functions in display 20160327 07:42:55< Aginor> vultraz: it's all not public though 20160327 07:42:59< Aginor> I want to make it all public 20160327 07:43:10< Aginor> and make sure that it's all treated the same way 20160327 07:43:39< Aginor> that way, the top level controller (or event processor) can decide to call/trigger them instead 20160327 07:44:51< vultraz> that sounds reasonable 20160327 07:45:56< Aginor> I think so :) 20160327 07:48:17< vultraz> ancestral: if you read logs: I've done tests of Coval, Carlito, and Lato, (not Linux Biolinum since it doesn't seem to offer a TTF download), and out of those three, I think Carlito stands out as a really good candidate 20160327 07:48:46< vultraz> Carlito (90 DPI) https://www.dropbox.com/s/wt1hfyul4kzesat/font%20carlito%20test.PNG?dl=0 20160327 07:48:54< vultraz> Coval (88 DPI) https://www.dropbox.com/s/uitechyzkrsalzv/font%20coval%20book%20test.PNG?dl=0 20160327 07:49:06< vultraz> Lato (84 DPI) https://www.dropbox.com/s/mh8yx0p9x1vf51k/font%20lato%20regular%20test.PNG?dl=0 20160327 07:49:25< vultraz> DPI values were chosen for values that looked reasonable at 100% font scaling at the titlescreen 20160327 07:50:22< vultraz> But I'm also liking what I see with the other two 20160327 07:50:30< vultraz> so I'm not really decided 20160327 07:50:37< vultraz> We'll need more feedback 20160327 07:50:51< vultraz> (I don't want to take this to the forums, though) 20160327 07:51:06< Aginor> vultraz: would you mind ensuring it's the same text on all font tests 20160327 07:51:28< vultraz> that... is a good idea 20160327 07:55:45< vultraz> Aginor: done 20160327 08:11:50-!- nos__ [~nos@208.91.185.104] has quit [Quit: Leaving] 20160327 08:11:52< Aginor> vultraz: same link as before? 20160327 08:11:58< vultraz> yes 20160327 08:15:06< Aginor> I don't like the way the button text looks like with carlito 20160327 08:15:48< Aginor> I think the buttons look the best with Coval Bold, but the help-text looks terrible 20160327 08:16:31< Aginor> Lato also has terrible help text, just look at the dithering of 'i' vs 't' and 'l' 20160327 08:17:03< Aginor> squinting at it, some letters stand out more than others 20160327 08:17:46< Aginor> Carlito has some of the same rendering problems 20160327 08:18:05< Aginor> are we driving Cairo in the right way to get nice-looking fonts? 20160327 08:19:15< vultraz> good question 20160327 08:19:47< vultraz> Aginor: do note that the button text being slightly offset to the bottom is a layout issuen ot a font issue 20160327 08:21:03< vultraz> so the position of the text should not be considered 20160327 08:21:31< Aginor> offset to which bottom? 20160327 08:23:20< vultraz> of the button 20160327 08:23:25< vultraz> it's slightly off-center 20160327 08:24:07< vultraz> y-wise 20160327 08:25:25-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160327 08:31:07< vultraz> Aginor: as for cairo, I dunno. I'm not sure any of us know the 'optimal' settings 20160327 08:35:22< vultraz> plus it seems to look markedly worse on windows 20160327 08:36:06< Aginor> it may be we need to have different settings to work nicely with windows 20160327 08:36:38< vultraz> well, we do 20160327 08:36:46< vultraz> we already have one windows-exclusive setting 20160327 08:44:26< vultraz> Aginor: btw, the only bad dithering i see with Lato is potentially on the T 20160327 08:44:29< vultraz> er, 't' 20160327 08:53:50-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160327 09:02:50< zookeeper> out of those, carlito looks best to me 20160327 09:05:06< vultraz> seems we're favorable for carlito 20160327 09:08:34< zookeeper> so if i wanted to look at fonts we could potentially use, where on the internets should i go? i have no idea. 20160327 09:09:16< vultraz> https://fontlibrary.org is good 20160327 09:13:26-!- irker408 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160327 09:13:27< irker408> wesnoth: Charles Dang wesnoth:master 0da9858f85d8 / src/gui/dialogs/unit_attack.cpp: tunit_attack: list trait names, not ids. https://github.com/wesnoth/wesnoth/commit/0da9858f85d831f47ddad712ea28a4dc050efba2 20160327 09:13:27< irker408> wesnoth: Charles Dang wesnoth:master ac1f9d9e8b57 / src/gui/dialogs/unit_attack.cpp: tunit_attack: remove extra newline after XP listing https://github.com/wesnoth/wesnoth/commit/ac1f9d9e8b5738cd3e915341ac71f08e996aa44e 20160327 09:14:18< zookeeper> all right 20160327 09:14:31< vultraz> it's where carlito and coval are 20160327 09:29:45-!- EdB [~edb@89.193.129.77.rev.sfr.net] has joined #wesnoth-dev 20160327 09:31:13< Aginor> hmm 20160327 09:34:30< Aginor> which X server is it OS X users use nowadas? 20160327 10:12:16< irker408> wesnoth: Wedge009 wesnoth:master 037a526a68a5 / projectfiles/VC9/wesnoth.vcproj: Remove empty testing filter (vcproj). https://github.com/wesnoth/wesnoth/commit/037a526a68a5c1a4373594709e142fa2dca9e0be 20160327 11:07:44-!- travis-ci [~travis-ci@ec2-54-226-21-35.compute-1.amazonaws.com] has joined #wesnoth-dev 20160327 11:07:45< travis-ci> wesnoth/wesnoth#9073 (master - 037a526 : Wedge009): The build has errored. 20160327 11:07:45< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/118795862 20160327 11:07:45-!- travis-ci [~travis-ci@ec2-54-226-21-35.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160327 11:22:25-!- mjs-de [~mjs-de@p508C8E3B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160327 11:23:28-!- Kwandulin [~Miranda@p200300760F191C9238214AA1C74AE295.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160327 11:23:46-!- EdB [~edb@89.193.129.77.rev.sfr.net] has quit [Quit: Konversation terminated!] 20160327 12:01:49-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160327 13:12:42-!- irker408 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160327 13:15:05-!- Kwandulin [~Miranda@p200300760F191C5C35492131FAAF22C6.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160327 13:20:23-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160327 13:23:50-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 268 seconds] 20160327 13:23:50-!- wedge010 is now known as wedge009 20160327 14:09:06-!- midzer [~quassel@p5B312EF2.dip0.t-ipconnect.de] has quit [Ping timeout: 246 seconds] 20160327 14:19:29-!- mjs-de [~mjs-de@p508C8E3B.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 20160327 14:38:08-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 14:49:32-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160327 14:54:54< celticminstrel> Aginor: Do you mean XQuartz? 20160327 15:48:50-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160327 15:55:08-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20160327 16:00:00 * celticminstrel now has 4 wesnoths open at once. 20160327 16:00:09< celticminstrel> Guardians are still broken... 20160327 16:00:19< celticminstrel> Lurkers, dragon, and swarm seem to be working though. 20160327 16:00:52-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 16:05:12< mattsc> celticminstrel: sounds like good progress. FYI, I will not be around much today, but will stop by from time to time. 20160327 16:07:11< celticminstrel> One of the bats wandered off by itself. 20160327 16:07:13-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 16:08:02< mattsc> Are you rewriting all the MAIs? 20160327 16:08:17< celticminstrel> I wouldn't say I'm rewriting them... 20160327 16:08:29< mattsc> How would one of them wander off and not the others? 20160327 16:08:57< celticminstrel> It just took a few turns to rejoin the swarm, I guess. For some reason it went in the opposite direction at first. 20160327 16:09:31< mattsc> Umm, that shouldn’t happen. And didn’t, as far as I can remember. 20160327 16:09:36< celticminstrel> Okay, Lua error in protect unit now. 20160327 16:09:40< mattsc> Oh, in swarm, not in goto? 20160327 16:09:52< celticminstrel> Yeah, in swarm, after I placed a gryphon near them. 20160327 16:10:03< mattsc> Yes, in swarm that is actually supposed to happen occasionally. 20160327 16:10:20< mattsc> It is even supposed to happen sometimes without an enemy around. 20160327 16:10:36< mattsc> Swarm is supposed to be semi-organized behavior with some chaotic elements. 20160327 16:11:55< mattsc> Anyway, sounds like you’re doing a much more thorough job than I would have done myself. 20160327 16:16:01< celticminstrel> One of the wolves seems to not be assigned to a pack. 20160327 16:16:11< celticminstrel> Or is a pack of its own or whatever. 20160327 16:16:16< celticminstrel> That didn't happen last time. 20160327 16:17:27< mattsc> From the beginning or after a while? 20160327 16:17:34< celticminstrel> From the beginning. 20160327 16:18:07< celticminstrel> I can't see it now, though. I think it joined one of the other packs. 20160327 16:18:31< mattsc> Well, there are 10 wolves in packs of three ... 20160327 16:18:48-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 16:19:05< mattsc> And individual wolves join packs once they are down to sizes smaller than 3. 20160327 16:19:17< mattsc> Sounds like how it is supposed to be. 20160327 16:19:22< celticminstrel> Now I have Lua errors in sheepdog... forgot to include the helper library... 20160327 16:19:41< celticminstrel> I guess round 1 of testing is over. 20160327 16:20:01< mattsc> How many rounds are there? 20160327 16:20:24< celticminstrel> Best case scenario, one for every four MAI scenarios. 20160327 16:20:32< celticminstrel> But this is already not best case scenario. 20160327 16:20:58< mattsc> Yeah. 20160327 16:21:20< mattsc> Well, I wrote the daned things in the first place. I’ve done a lot of testing. I know how it goes. 20160327 16:21:49< celticminstrel> Ahaha, I wrote "local filter_second = H.get_child(cfg, filter_second)". 20160327 16:22:01< celticminstrel> That's a silly mistake. 20160327 16:22:29< mattsc> Oh ... 20160327 16:22:37-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 16:22:37< mattsc> Took me a while to see it. :) 20160327 16:23:16< mattsc> celticminstrel: I’ll leave you to it for now. I’ll be back sometime this afternoon. 20160327 16:24:37 * celticminstrel makes use of the new WML "keys with array values" for the protect unit attacks aspect. 20160327 16:31:48< celticminstrel> Huh... got a WML error for [protect_unit], weird... 20160327 16:41:26< zookeeper> celticminstrel, the new what? 20160327 16:41:41< celticminstrel> It's a Lua thing. 20160327 16:42:56< celticminstrel> It's fairly common for WML attributes to have comma-separated lists as values, so I made the Lua engine translate arrays into that format if they are used as the value for a string key. 20160327 16:43:15< celticminstrel> I didn't do the reverse though (that would break too many things). 20160327 16:47:05< zookeeper> uh... okay. what values from the array elements does it use? 20160327 16:47:10< zookeeper> s/values/keys 20160327 16:47:47< celticminstrel> Integer keys. It's an error if there are non-integer keys. 20160327 16:48:15< zookeeper> i mean, what is the name of the key which's value it takes? 20160327 16:48:48< celticminstrel> Eh? 20160327 16:48:50< zookeeper> or just explain it in your own words or link to an explanation, or whatever 20160327 16:48:58< zookeeper> because the explanation you gave doesn't make sense to me 20160327 16:49:17< celticminstrel> I mean you can do something like wesnoth.get_locations {x = {4,5,6}, y = {7,8,9}}. 20160327 16:49:27< zookeeper> ohh, _lua_ arrays 20160327 16:49:46< celticminstrel> And it's the same as wesnoth.get_locations {x = "4,5,6", y = "7,8,9"}. 20160327 16:49:49< zookeeper> ok, got it 20160327 16:52:13< celticminstrel> The elvish horsemen somehow look weird moving at 3x speed. 20160327 16:55:15< celticminstrel> Whoops, I wrote H.child_range("probability"). 20160327 17:07:30< celticminstrel> The goto guardians for some reason are over by the shore instead of attacking my footpad. They did attack it at first, but apparently didn't kill it. 20160327 17:19:09< celticminstrel> The number of units in the fast AI test scenario is absolutely insane. 20160327 17:19:28< celticminstrel> Obviously that's the point though. 20160327 17:19:55< celticminstrel> I kind of wonder why the fast AI is a micro AI. 20160327 17:20:21< celticminstrel> Whoa, the drakes really are noticeably slower at deciding who attacks who. 20160327 17:20:59< celticminstrel> I think I forgot which ones I need to fix now... :/ 20160327 17:29:57-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Disconnected by services] 20160327 17:30:27-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20160327 17:30:51< celticminstrel> The wizard has disappeared from the protect unit test scenario... 20160327 17:34:24< celticminstrel> There seems to be another bug with stages being duplicated... 20160327 17:34:53< celticminstrel> First I saw it in the FormulaAI lurkers, now side 2 of the protect unit test scenario. 20160327 17:38:03-!- gfgtdf [~chatzilla@f054141215.adsl.alicedsl.de] has joined #wesnoth-dev 20160327 17:43:05< celticminstrel> Ah, I see. The Protect Unit MicroAI was set to require id,goal_x,goal_y tags; however, it doesn't actually require them. Instead they go in [unit] tags. 20160327 17:43:21< gfgtdf> shadowm: do you think it's possible to change the progamm that genereated the files for https://www.wesnoth.org/irclogs/ to automatically strip out non-utf8 chracters ? 20160327 17:43:33< celticminstrel> And for some reason the mage was placed after the MicroAI was set, so an error in the latter prevented the former. 20160327 17:43:50< gfgtdf> shadowm: do you know hoe exactly those files are created ? 20160327 17:48:22< celticminstrel> Protect unit still isn't working though... 20160327 17:48:55< celticminstrel> I think... 20160327 17:50:04-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160327 17:56:39< celticminstrel> All the others seem to be working though, so I may just commit this. 20160327 17:57:50< celticminstrel> (The mage died in both test scenarios.) 20160327 18:01:05-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 18:21:19< celticminstrel> I suspect that scenario-poisoning.cfg hails from a time before the Composite AI completely took over the AI engine. Though, probably not before it existed. 20160327 18:22:53-!- EdB [~edb@89.193.129.77.rev.sfr.net] has joined #wesnoth-dev 20160327 18:31:41< celticminstrel> Same with scenario-formula-recruitment.cfg and scenario-formula.cfg. 20160327 18:35:10< celticminstrel> Though the latter is probably from a later stage than the other two. 20160327 18:50:06-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160327 18:53:44< celticminstrel> What I said about elvish horsemen also seems to apply to at least some human horsemen. 20160327 18:54:11-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160327 18:55:59< celticminstrel> It's weird how unit disappear from the minimap while moving. 20160327 19:00:14< vultraz> celticminstrel: I have a question 20160327 19:00:30< celticminstrel> Okay. 20160327 19:02:43-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20160327 19:02:48< vultraz> celticminstrel: I just realized my inline listbox buttons implementation has a bug. In order to get the right index for each row's button, I bind the appropriate index to the callback function for each row. But that causes problems, because say you have rows 0 1 2 3. Then you have a button that deletes row 2. The callback for the button in the new row 2 will still be bound with an index of 3 20160327 19:03:02< vultraz> I'm considering ways to fix this besides recreating the whole listbox 20160327 19:03:11< vultraz> But I'm open to ideas 20160327 19:03:17< celticminstrel> Can't you bind a pointer to the row? 20160327 19:03:30< celticminstrel> Or something similar at least. 20160327 19:05:00< vultraz> I could, but how do you get an index from that 20160327 19:05:11< celticminstrel> Why do you need an index? 20160327 19:05:57< vultraz> to say what row to remove 20160327 19:06:29< celticminstrel> I suppose the listbox uses std::vector internally... 20160327 19:06:50< vultraz> it uses tgenerator_ 20160327 19:07:10< celticminstrel> I mean how it keeps track of all its rows. 20160327 19:07:29< vultraz> still the generator 20160327 19:07:39< celticminstrel> That doesn't make any sense. 20160327 19:07:46< celticminstrel> The generator is not a container, right? 20160327 19:07:52< celticminstrel> There has to be a container somewhere. 20160327 19:08:07< celticminstrel> Maybe the tgenerator holds the container, but it must exist somewhere. 20160327 19:09:34< vultraz> I have no idea where the container is 20160327 19:14:01-!- irker351 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160327 19:14:01< irker351> wesnoth: Celtic Minstrel wesnoth:master c79874086d42 / data/ai/ (55 files in 6 dirs): MicroAIs: Update all to use the new [args] syntax https://github.com/wesnoth/wesnoth/commit/c79874086d420094fa03fed6702216c594decb32 20160327 19:14:01< irker351> wesnoth: Celtic Minstrel wesnoth:master 503c2f01aedb / changelog src/scripting/game_lua_kernel.cpp: Lua API: More info in wesnoth.get_terrain_info https://github.com/wesnoth/wesnoth/commit/503c2f01aedb7378f7f3404fbcf650351569f017 20160327 19:14:01< irker351> wesnoth: Celtic Minstrel wesnoth:master 02cfb7c27925 / RELEASE_NOTES changelog src/scripting/game_lua_kernel.cpp: Update/correct RN and changelog https://github.com/wesnoth/wesnoth/commit/02cfb7c27925972b7b00fc3dc7c2f1d6104e8d88 20160327 19:14:02< irker351> wesnoth: Celtic Minstrel wesnoth:master ba5eb7bc91e5 / / (9 files in 4 dirs): Move some AI test scenarios from data/ to data/ai/scenarios/ https://github.com/wesnoth/wesnoth/commit/ba5eb7bc91e5d5f6e31e2fc73bbd0e0f5109eb99 20160327 19:14:03< irker351> wesnoth: Celtic Minstrel wesnoth:master 678444133ecc / data/ (22 files in 3 dirs): Suppress end turn confirmation in all interactive test scenarios https://github.com/wesnoth/wesnoth/commit/678444133ecc5fbdd772034d5a053268f10562ec 20160327 19:15:24< celticminstrel> Okay, was there anything else for me to do? I feel like I'm still forgetting something. 20160327 19:19:32< mattsc> Ugh, more test scenarios ... 20160327 19:19:39< celticminstrel> Eh? 20160327 19:19:44< mattsc> celticminstrel: did you test that those work or is that on my plate? 20160327 19:19:50< mattsc> The ones you moves from /data 20160327 19:19:50< celticminstrel> They were there all along. :P 20160327 19:19:55< celticminstrel> They do work, as far as I can tell. 20160327 19:19:57< mattsc> I know, but I had missed them. 20160327 19:20:00< mattsc> ok 20160327 19:20:14< celticminstrel> I'm not 100% certain if the FAI candidate actions are working in scenario-formula.cfg. 20160327 19:20:19< celticminstrel> But everything else appears to be working. 20160327 19:20:25< mattsc> I’m on my way out again, looks like I have a bunch of testing to do when I get back :) 20160327 19:20:27< celticminstrel> In those scenarios, I mean. 20160327 19:20:40< celticminstrel> Protect Unit still appears to be not working for some reason that I can't fathom. 20160327 19:20:48< mattsc> okay 20160327 19:21:01< mattsc> Other things to do: make sure that controller defaults to ai ? 20160327 19:21:17< celticminstrel> Ah, right, there was that thing. 20160327 19:21:23< mattsc> Other than that and the re-testing of the MAIs, I think we’re both done with this. 20160327 19:21:40< mattsc> I’ll be back later ... 20160327 19:21:44< celticminstrel> 'kay 20160327 19:22:21< mattsc> Thanks for doing that, btw, I naively thought that it was a lot less work than it turned out to be! 20160327 19:23:09< celticminstrel> I did a little more than was strictly necessary as well (replacing all references to "self.data" with just "data"). 20160327 19:30:39< vultraz> celticminstrel: I guess I just have to rebind all the buttons 20160327 19:30:52< celticminstrel> vultraz: Maybe... :| 20160327 19:31:31< vultraz> anyway, other question: would you support removing Profile buttons from Create/Attack and making it so you can just click the sprite to open a help page 20160327 19:32:17< celticminstrel> That's a little dubious, but if you made the image look like a button or something, then maybe? 20160327 19:32:37< vultraz> I might give it a hover effect 20160327 19:32:42< vultraz> but no 'button' background 20160327 19:33:09 * celticminstrel points at "or something"; not sure if that qualifies though. 20160327 19:35:16< celticminstrel> As I thought, it's a vector. 20160327 19:35:31< celticminstrel> Line 1022 of generator_private.hpp. 20160327 19:36:15< celticminstrel> create_item returns a tgrid... 20160327 19:37:00< celticminstrel> So if you modded tlistbox::add_row to return that, you could bind the callbacks to its address. 20160327 19:37:03< celticminstrel> Probably. 20160327 19:37:29< celticminstrel> vultraz: ^ 20160327 19:38:56< vultraz> hmmm 20160327 19:39:19< vultraz> that;s an idea 20160327 19:40:56< celticminstrel> You bind the callbacks to elements within that grid, right? 20160327 19:50:41-!- travis-ci [~travis-ci@ec2-54-226-21-35.compute-1.amazonaws.com] has joined #wesnoth-dev 20160327 19:50:42< travis-ci> wesnoth/wesnoth#9074 (master - 6784441 : Celtic Minstrel): The build has errored. 20160327 19:50:42< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/118856651 20160327 19:50:42-!- travis-ci [~travis-ci@ec2-54-226-21-35.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160327 19:53:35< vultraz> celticminstrel: yes 20160327 19:53:58< celticminstrel> Yeah, so it should be safe then. 20160327 20:11:05< shadowm> gfgtdf: An IRC client listens to the channels and writes whatever it sees. It does not discriminate byte sequences. 20160327 20:11:41< gfgtdf> shadowm: so this is done by one of the visible bots ? 20160327 20:12:19< shadowm> By lobby, to be specific, which runs on Irssi. 20160327 20:15:17< gfgtdf> shadowm: is it possible to make it skip non-utf8 chracter or to make it escape them like [u123] or something? 20160327 20:15:55< gfgtdf> hmm hmm no that formt wouldnt make sense i guess but in any other format then 20160327 20:16:03< gfgtdf> format* 20160327 20:16:32< shadowm> Not that I know and I'm not really interested in finding out myself. 20160327 20:18:40< shadowm> The server clearly says the content type is text/plain. If the browser insists on second-guessing the server then there's not much to do but to file a bug to the browser's devs. 20160327 20:22:50< gfgtdf> shadowm: with those characters in it it is just not text. unrelated to what the content description says. 20160327 20:24:32< gfgtdf> shadowm: i mean this is the same as filing a bugreport like "Firefox doesn't show .wav files as images even when content type metadata is set to image." 20160327 20:26:03< shadowm> I'm not going to repeat myself. 20160327 20:31:56 * celticminstrel suddenly wonders whether disabling auto encoding detection might make a difference. 20160327 20:39:52< celticminstrel> I'm trying to figure out how the Fast AI works so I can make it better obey the attacks aspect... 20160327 20:46:21-!- Kwandulin [~Miranda@p200300760F191C5C35492131FAAF22C6.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160327 20:53:11-!- mjs-de [~mjs-de@p508C8A77.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160327 21:07:18-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160327 21:08:10-!- Nobun [~nobun@host193-33-dynamic.15-87-r.retail.telecomitalia.it] has joined #wesnoth-dev 20160327 21:09:54< Nobun> need a little help, becouse I'd like to avoid to instal asciidocs only to check this thing 20160327 21:10:44< Nobun> I need to know, more or less, if it is possible to know how pot-update target says to wmlxgettext how to write a po file 20160327 21:12:21-!- Nobun1 [~nobun@5.170.193.160] has joined #wesnoth-dev 20160327 21:13:06< Nobun1> sorry... disconnection... hoping all the text of the question was printed 20160327 21:14:36-!- Nobun [~nobun@host193-33-dynamic.15-87-r.retail.telecomitalia.it] has quit [Disconnected by services] 20160327 21:14:52-!- Nobun1 is now known as Nobun 20160327 21:15:35< celticminstrel> I assume the scons build file would hold that information, if you can find it... 20160327 21:16:11< Nobun> even if it is a python script is not easy to understand... :( 20160327 21:16:29< celticminstrel> I suppose not. 20160327 21:16:34< Nobun> unluckly the pot-update fails due to asciidocs so I cannot have a complete track of all the pot files 20160327 21:17:15< celticminstrel> You could try searching for the string "wmlxgettext" though and see if you find anything useful. 20160327 21:17:23< Nobun> ansydoc is required in the middle of generating pot wich is strange.. for example my test stopped before the campaign heir to the throne) 20160327 21:18:00< Nobun> the problem is the target pot-update calls bash scripts 20160327 21:18:35< Nobun> how those files inteacts each other is not clear to me (even if I can understand a bit both bash and python) 20160327 21:19:04< Nobun> however thank for help, celticminstrel :) 20160327 21:19:21< celticminstrel> Sorry I wasn't very helpful. 20160327 21:19:40< Nobun> well... don't worry... I appreciate the try :) 20160327 21:22:22< Nobun> well... try to studi the scons files again... ;) 20160327 21:22:58< Nobun> see you next time 20160327 21:23:06-!- Nobun [~nobun@5.170.193.160] has quit [Quit: Salve a tutti] 20160327 21:39:03-!- Appleman1234 [~Appleman1@KD106161138227.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20160327 21:39:32-!- prkc [~prkc@108.61.123.83] has joined #wesnoth-dev 20160327 21:46:06-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160327 21:46:14-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has left #wesnoth-dev [] 20160327 21:54:00-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20160327 21:57:12-!- EdB [~edb@89.193.129.77.rev.sfr.net] has quit [Quit: Konversation terminated!] 20160327 22:06:19< Aginor> morning 20160327 22:06:28< celticminstrel> Hi. 20160327 22:06:39< vultraz> morning 20160327 22:07:41< vultraz> celticminstrel: btw, are you going to do that thing about porting the icon= syntax to buttons, or should i do it 20160327 22:07:47< vultraz> s/syntax/key 20160327 22:07:58< celticminstrel> The what now? 20160327 22:08:06< celticminstrel> I don't remember this. 20160327 22:08:25< vultraz> toggle buttons support an arbitrary overlay via icon= 20160327 22:08:30< vultraz> I wanted you to port this to buttons 20160327 22:09:49< vultraz> perhaps could be elevated to tcontrol 20160327 22:10:11< celticminstrel> If you have some idea of how to do it, go for it. 20160327 22:10:33< vultraz> I do 20160327 22:10:42< vultraz> I'm just trying to outsource tasks :P 20160327 22:11:02< celticminstrel> Well, if you don't get to it, maybe I'll do it at some point. 20160327 22:14:10-!- irker351 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160327 22:24:35-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-176-151.zoominternet.net] has joined #wesnoth-dev 20160327 22:36:26-!- Appleman1234 [~Appleman1@KD106161147208.au-net.ne.jp] has joined #wesnoth-dev 20160327 22:39:46-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160327 22:53:14-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20160327 22:55:22< mattsc> celticminstrel: yeah, I noticed that (the self.data -> data switch). That one was on my list too, actually, so if you hadn’t done it, I would have. :) 20160327 22:55:52< mattsc> vultraz: I assume the fix to the preferences that you are planning will fix the hex grid setting not being persistent as well? 20160327 22:56:05< vultraz> .... it's not? 20160327 22:56:08< vultraz> but I tested it :| 20160327 22:56:24< celticminstrel> This is the same fix that broke acceleration persistence, I assume? 20160327 22:56:30< mattsc> vultraz: it’s not for me. It’s checked in the Display preferences, but when I restart Wesnoth the grid is not there. 20160327 22:56:39< celticminstrel> Uh, that's not quite the right way to say that. 20160327 22:56:40 * vultraz curses 20160327 22:56:42< mattsc> celticminstrel: that was what I was asking, yes 20160327 22:56:51< celticminstrel> "This is the same fix for the issue that broke..." would be better. 20160327 22:57:13< mattsc> vultraz: I have to uncheck and recheck it (or use the keyboard shortcut) to get it to be displayed. 20160327 22:57:14 * celticminstrel steals vultraz's curses and makes stew with them. 20160327 22:57:27< celticminstrel> ...there's a keyboard shortcut? 20160327 22:57:35< mattsc> Mmm, stew ... 20160327 22:58:52< mattsc> celticminstrel: a few pages down the hotkey page for me; set to cmd-g (which I assume is the default, since I don’t remember changing it) 20160327 22:59:16< mattsc> It even has an icon 20160327 22:59:24< celticminstrel> "a few pages down" -- This is why I think we need to divide the hotkeys into categories somehow. 20160327 23:00:35< celticminstrel> And not in the way it was done before. 20160327 23:00:44< celticminstrel> That already had this problem. 20160327 23:04:21< celticminstrel> mattsc: Is there a good reason for the Fast AI not using ai.get_attacks()? eg, is it slow or something? 20160327 23:04:58< mattsc> Let me have a look at the code 20160327 23:05:32< celticminstrel> Though, even if there isn't a good reason, I think it would be rather hard to switch it over to that. 20160327 23:07:01< mattsc> It’s because it uses a custom attack rating that cannot be done with the information provided by get_attacks(), IIRC. 20160327 23:07:36< celticminstrel> I see. 20160327 23:07:44< celticminstrel> The attacks aspect is really messy right now. 20160327 23:08:06< mattsc> Actually, what I say there might not be true… 20160327 23:08:32< mattsc> The rating is custom, but it might be possible to use ai.get_attacks() simply to get the attacks, and then do the rating the way it is anyway. 20160327 23:08:36-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160327 23:09:06< mattsc> The reason why it is not done that way in Fred is that I need it for _hypothetical_ situations on the map as well, which does not work with ai.get_attacks(). 20160327 23:09:26< mattsc> I don’t remember is that is the case for the Fast AI as well, but since I had the code already, I just used it. 20160327 23:10:06< mattsc> “The attacks aspect is really messy right now.” — You mean the aspect itself, or how it is used in the Fast MAI? 20160327 23:12:30< mattsc> celticminstrel: Are the MAI that you’re still working on? If so, I’ll wait with testing those. 20160327 23:12:44< celticminstrel> The attacks aspect itself. 20160327 23:12:44< mattsc> Also: note the trailing preposition ^ ;) 20160327 23:13:03< mattsc> however: s/Are the/Are there 20160327 23:13:16< celticminstrel> I was looking at doing something in the Fast MAI, but I got distracted away from that into making it possible to implement the attacks aspect as a Lua aspect/facet. 20160327 23:13:41< mattsc> Ok. 20160327 23:13:54< celticminstrel> Currently, attempting to do so gives an "unknown aspect" error. 20160327 23:14:04< celticminstrel> And it was my work there that led be to say that the attacks aspect is messy. 20160327 23:14:43< celticminstrel> It combines querying an aspect value with some kind of analysis; it would be less messy to separate these. 20160327 23:15:45< celticminstrel> So instead of calling ai.get_attacks(), you would call something like ai.analyze_attacks(ai.aspects.attacks). 20160327 23:16:47< mattsc> I see 20160327 23:16:49< celticminstrel> ^led me 20160327 23:17:22< celticminstrel> I'm not quite sure what ai.aspects.attacks would return though - a pair of filters? A list of possible unit pairs? 20160327 23:18:10< Aginor> I will now force-push to the renderpath_redo branch 20160327 23:18:13< mattsc> The original aspect returned src, dst, target abd the full result of the attack analysis 20160327 23:18:14< Aginor> unless anyone objects 20160327 23:18:19< celticminstrel> Yeah. 20160327 23:18:29< Aginor> you have the time it takes for me to refill my coffee cup :) 20160327 23:18:38< mattsc> It was a rather large table. 20160327 23:18:51 * celticminstrel nods. 20160327 23:19:24< mattsc> I never used that, because I needed additional information. That’s why I have all those attack_utils functions. 20160327 23:19:54< mattsc> As in, I didn’t just want to use the rating as is, but do my own. 20160327 23:20:30< mattsc> But — I have always thought it would be useful to write a replica of the default combat CA evaluation in Lua. 20160327 23:20:53< mattsc> It might be useful to have all that information for that. 20160327 23:22:06< mattsc> celticminstrel: That’s not meant as an argument for doing it one way or the other, I’m just thinking out loud. 20160327 23:24:33-!- irker968 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160327 23:24:33< irker968> wesnoth: Andreas Löf wesnoth:renderpath_redo 2b30ffc15b09 / src/ (19 files in 9 dirs): Refactor calls to CVideo::flip() https://github.com/wesnoth/wesnoth/commit/2b30ffc15b09677bd016e7aae6bbbd0a49ebc0e8 20160327 23:24:35< Aginor> force pushed 20160327 23:24:53< celticminstrel> Huh, no spam. 20160327 23:26:30< vultraz> Aginor: does that contain anything new? 20160327 23:29:21-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160327 23:30:53< Aginor> vultraz: not yet 20160327 23:30:57< vultraz> ok 20160327 23:31:10< Aginor> but I wanted your gui2 refactorings before I started to muck about with event handling in gui2 20160327 23:31:20< Aginor> new things will be coming soonish 20160327 23:32:05< celticminstrel> I recall saying something to Aginor when he wasn't around, but I forget what it was... did you see it? 20160327 23:32:17< Aginor> celticminstrel: let's just assume I didn't 20160327 23:32:27< celticminstrel> Uhh... lemme check my scrollback then... 20160327 23:32:30< Aginor> I am a bit hit and miss on reading the backlog :) 20160327 23:32:45< Aginor> 03:54 < celticminstrel> Aginor: Do you mean XQuartz? 20160327 23:32:48< vultraz> Aginor: I haven't really pushed much in the last few days 20160327 23:32:56< vultraz> mostly just improvements to the existing gui2 lobby 20160327 23:33:00< Aginor> yes, that's what I meant 20160327 23:33:10< Aginor> vultraz: yes, but I haven't been keeping the branch up to date 20160327 23:33:19< celticminstrel> Oh right, it was this: 20160327 23:33:21< celticminstrel> [Mar 27@12:29:42am] celticminstrel: Aginor: Labels appear to be drawn on top of chat, rather than underneath it. 20160327 23:33:30< celticminstrel> Aginor: That other was in response to something you said. 20160327 23:33:51< Aginor> celticminstrel: I'll look at that next 20160327 23:34:05< celticminstrel> Which is no longer in my paste history. Oh well. It was not long before I joined, I think. 20160327 23:34:10< Aginor> I'm currently making lots of rendering changes to account more nicely for labels 20160327 23:34:23-!- aidanhs_ [~aidanhs@81.4.110.234] has quit [Ping timeout: 244 seconds] 20160327 23:34:58< celticminstrel> Okay, making sure the attacks aspect still works after my refactor... then will get it working as a Lua aspect... 20160327 23:36:08-!- aidanhs [~aidanhs@81.4.110.234] has joined #wesnoth-dev 20160327 23:38:49< celticminstrel> I now have water terrain drawn on top of the Lua console (though thankfully below the text). 20160327 23:43:55< mattsc> celticminstrel: you seem to be using tabs for indenting, while the previous MAI code used spaces. 20160327 23:44:29< mattsc> Should we (what’s the word) that? 20160327 23:45:20< celticminstrel> I made some effort to at least keep consistency within files, but yeah, I do all my code with tabs, so some of the files (particularly new ones) are now tab-indented. If you want to do a sweep of all the files for consistent indentation style, go ahead. 20160327 23:45:45< mattsc> It causes things like this: https://github.com/wesnoth/wesnoth/blob/master/data/ai/micro_ais/cas/ca_zone_guardian.lua#L25 20160327 23:45:51< celticminstrel> I prefer tabs, but I can work with spaces if you prefer that (TextWrangler preserves the indentation style when I press enter). 20160327 23:46:06< celticminstrel> Clearly I missed some cases, then. 20160327 23:46:42< mattsc> I do’t realy care much, but I agree that it should be consistent within files, at least. 20160327 23:46:58< mattsc> (And yes, I use TextWrangler for that as well.) 20160327 23:47:14< celticminstrel> See, TextWrangler preserves indentation if I press enter. 20160327 23:47:35< celticminstrel> However, when I want to increase the indent, I press tab or use Cmd+[. 20160327 23:47:36< mattsc> Yes. 20160327 23:47:52< mattsc> I’ll just fix inconsistencies within files then, if I see any, but won’t worry about differences between files. 20160327 23:48:00< celticminstrel> The latter doesn't preserve the style, and the former of course would lead to mixed indentation. 20160327 23:48:03-!- mjs-de [~mjs-de@p508C8A77.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20160327 23:48:22< mattsc> right 20160327 23:56:32< celticminstrel> Ugh, how am I supposed to get at the engine pointer... --- Log closed Mon Mar 28 00:00:09 2016