--- Log opened Tue Jun 07 00:00:13 2016 20160607 00:10:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160607 00:50:21-!- victorclf [~victorclf@187.181.129.74] has joined #wesnoth-dev 20160607 00:54:10-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160607 00:59:21< celticminstrel> BTW, project files probably need updating since I merged the logging dialog. 20160607 00:59:26< celticminstrel> wedge009: ^ 20160607 01:03:22-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 01:08:10-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 272 seconds] 20160607 01:22:53-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160607 01:42:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160607 01:43:25-!- Bonobo [~Bonobo@2001:44b8:254:3200:bc92:b6d6:43e7:6ed7] has joined #wesnoth-dev 20160607 01:52:34-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160607 01:54:55< mattsc> celticminstrel: didn’t you say that Xcode compiles again? 20160607 01:55:53-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160607 02:10:37< celticminstrel> Yes, I'm about to push that. 20160607 02:13:21< vultraz> shadowm: RE elliptical dots? 20160607 02:15:07-!- irker361 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160607 02:15:07< irker361> wesnoth: Spixi wesnoth:master 0365f31a4b38 / changelog src/formula/function.cpp: Added new functions sgn(), int() and frac() https://github.com/wesnoth/wesnoth/commit/0365f31a4b384fdf3a79e419f9c47a7a4ed49eb4 20160607 02:15:09< irker361> wesnoth: Celtic Minstrel wesnoth:master 5698f7457331 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj src/server/server.cpp: Update XCode project https://github.com/wesnoth/wesnoth/commit/5698f74573319b90fa75957b72c104a1d18ae21b 20160607 02:15:11< irker361> wesnoth: Celtic Minstrel wesnoth:master d3cd314f46cd / src/ (12 files in 6 dirs): Revert "Cleaned up cstdlib includes" https://github.com/wesnoth/wesnoth/commit/d3cd314f46cd2dbe4596a02870eb73fb6cb6aa6c 20160607 02:15:13< irker361> wesnoth: Celtic Minstrel wesnoth:master 963358792682 / changelog src/formula/function.cpp: Merge pull request #660 from spixi/formula https://github.com/wesnoth/wesnoth/commit/96335879268269f51aa1ef4b51840efd943def1a 20160607 02:15:15< irker361> wesnoth: Celtic Minstrel wesnoth:master 1dc47023ee09 / changelog src/formula/function.cpp: WFL: Rename int() -> trunc() https://github.com/wesnoth/wesnoth/commit/1dc47023ee09624e45130d2a1a90f4440a1e1e1f 20160607 02:15:39-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160607 02:16:11< celticminstrel> vultraz: You probably need to update the CB project due to the merge of PR... 650 I think it was. 20160607 02:17:07< vultraz> celticminstrel: I see you reverted my commit :/ 20160607 02:17:31< celticminstrel> Feel free to partially unrevert it, but please don't use "it compiles without it" as your metric. 20160607 02:17:50< celticminstrel> Instead, look up what functions are officially defined in that file and check to see if any of them are actually used. 20160607 02:17:57< irker361> wesnoth: Charles Dang wesnoth:master 2d6ce5e523f0 / projectfiles/CodeBlocks/wesnoth.cbp: Updated CB projfile https://github.com/wesnoth/wesnoth/commit/2d6ce5e523f05d4d78caef2fbb1f402ea1a213d2 20160607 02:18:24< celticminstrel> The one that caused problems for me was map/location.cpp which used std::abs. 20160607 02:18:47< vultraz> "it compiles without" is basically always my metric for include cleanup. Is the point of this that system includes are more touchy than in-project file includes? 20160607 02:19:08< celticminstrel> System includes are different on each system. 20160607 02:19:25< vultraz> Alright 20160607 02:19:40< celticminstrel> On some systems, might have been included implicitly by some other include. 20160607 02:19:47< vultraz> I'll go as suggested in the future 20160607 02:19:50< vultraz> s/go/do 20160607 02:20:02< celticminstrel> But on other systems, that other include may not depend on . 20160607 02:20:37< celticminstrel> The "check if functions it defines are used" method applies to system headers. You can still use "compiles without it" if you're dealing with project headers. 20160607 02:20:56< vultraz> That's what I wanted to be sure of 20160607 02:22:05< vultraz> Should we remove SDL_net from the prerequisites list in INSTALL now? 20160607 02:22:28< celticminstrel> Uh, not sure. I think it's still a dependency for the addons server. 20160607 02:23:18< celticminstrel> But that might not be relevant for the INSTALL file. 20160607 02:23:37< celticminstrel> Since the addons server isn't exactly part of releases. 20160607 02:32:28< mattsc> celticminstrel: thanks, compiles again for me as well — with a bunch of warning, but right now I don’t have time for those :P 20160607 02:32:44< celticminstrel> Oh yeah, I got a couple of warnings about virtual something. 20160607 02:32:52< celticminstrel> I was going to fix them but forgot. 20160607 02:33:17< celticminstrel> Might as well do that now, I guess. 20160607 02:33:17< mattsc> right virtual fnuction vs. non-virtual destructor or something 20160607 02:33:32< mattsc> cool 20160607 02:34:33< celticminstrel> Looks like the fix could be a one-liner, too. 20160607 02:38:09< shadowm> vultraz: Yes. 20160607 02:38:18< shadowm> They are called bullets. 20160607 02:38:46< vultraz> I'm not sure what the problem is 20160607 02:38:54< vultraz> So they're slightly elliptical 20160607 02:38:54< shadowm> The problem is that the font sucks. :) 20160607 02:39:20< shadowm> Or that we should choose a better solution to the missing glyphs problem for that dialog. 20160607 02:39:39< vultraz> *sighs* 20160607 02:39:40< shadowm> Which, incidentally, was in the first place a consequence of the font's suckiness. 20160607 02:40:08< vultraz> I'm starting to look at it in askance too, now 20160607 02:40:39< shadowm> So I was going to consider taking the glyphs from DejaVu Sans and rendering them with a color palette that can be replaced with image path functions. 20160607 02:40:43< vultraz> But again, we are not reverting to DVS, so we will use Lato until a new font is proposed. 20160607 02:41:22< shadowm> No, we can revert to DejaVu Sans if the need arises. DejaVu Sans wasn't broken in the first place. It's just that someone with a very specific requirement for showy fonts took control of the project. :p 20160607 02:41:33< vultraz> Were a better font to be suggested, I would happily use it 20160607 02:41:52< celticminstrel> Reverting to DVS is a definite possibility in my mind. 20160607 02:41:54< shadowm> We should use whatever font serves our technical requirements best, and worry about aesthetics later. 20160607 02:42:08< vultraz> No, we cannot do that 20160607 02:42:13< celticminstrel> Yes, we can. 20160607 02:42:17< shadowm> (Besides, Lato is a downgrade aesthetics-wise anyway.) 20160607 02:42:20< vultraz> The game must look as good as possible, especially if we want to go on Steam. 20160607 02:42:35< shadowm> DejaVu Sans did not look objectively bad. 20160607 02:42:48< vultraz> But it didn't look good 20160607 02:42:54< shadowm> It looked good. 20160607 02:43:15< celticminstrel> If I recall correctly, it didn't show up at all on Mac, right? So I guess I can't really say whether it looked good or not. 20160607 02:43:16< pydsigner> Who's dissing DVS? 20160607 02:43:24< shadowm> Let me put it like this, if it didn't look good it wouldn't be the default font for a bazillion operating systems. 20160607 02:43:37< shadowm> It's not fancy. But it's not bad either. 20160607 02:43:41< celticminstrel> pydsigner: That'd be vultraz. 20160607 02:44:00< pydsigner> It's super 20160607 02:44:00< shadowm> And if you are going to use fancy as an argument for Steam or whatever then you might want to consider using 3D models instead of pixel art sprites too. 20160607 02:44:02< pydsigner> Er 20160607 02:44:17< celticminstrel> When you researched alternate fonts, vultraz, what was there besides Lato? 20160607 02:44:19< shadowm> Or requiring 100% animated units in mainline. 20160607 02:44:31< celticminstrel> 100% animated units would be great. 20160607 02:44:36< vultraz> celticminstrel: ancestral proposed several alternatives 20160607 02:44:39< shadowm> Yes, but not practical, sadly. 20160607 02:44:43< celticminstrel> But I have a feeling the timeline is not in our favour. 20160607 02:44:44< vultraz> Lato was chosen because it's updated often 20160607 02:44:45< pydsigner> * It's super-legible, super-extensive, and well engineered 20160607 02:44:57< celticminstrel> +1 20160607 02:45:08< pydsigner> DVS is an *objectively* good font 20160607 02:45:32< celticminstrel> I have it installed, so I suppose I could preview it in the font maanger ap. 20160607 02:45:32< vultraz> DVS is objectively good, but not a very good game aesthetic. 20160607 02:45:35< celticminstrel> ^app 20160607 02:45:59< shadowm> Lato doesn't look very gamey to me either. 20160607 02:46:04< pydsigner> vultraz: To you 20160607 02:46:12< celticminstrel> [citation needed] @vultraz 20160607 02:46:13< shadowm> It looks more like something I would see in an advertisement. 20160607 02:46:35< vultraz> *I am not hailing Lato as the greatest thing since sliced bread!* 20160607 02:46:37< shadowm> Attention-grabbing to the point of obnoxiousness, not very easy on the eyes for large blocks of text 20160607 02:46:44< pydsigner> Honestly, there's nothing more cringey than a game with a try-hard PCMR font 20160607 02:46:52< celticminstrel> PCMR? 20160607 02:47:15< pydsigner> PC Master Race 20160607 02:47:18< vultraz> look at AA. They licensed a nice font that fits their theme well without looking over-the-top. 20160607 02:47:28< celticminstrel> AA? 20160607 02:47:33< vultraz> Argentum Age 20160607 02:47:51< vultraz> Sirp's current project which I'm also contributing to 20160607 02:48:43< shadowm> I've seen it. 20160607 02:48:51-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160607 02:49:06< shadowm> I don't have an opinion on the matter other than that the font they use isn't great for large blocks of text either. 20160607 02:49:16< vultraz> The point of this font overhaul was to find something that didn't scream "linux system font" 20160607 02:49:21< pydsigner> Actually one of their primary website fonts is Open Sans 20160607 02:49:24< shadowm> AFAIR that game isn't about large runs of text in the first place, whereas Wesnoth is. 20160607 02:49:43< vultraz> pydsigner: *game* font 20160607 02:50:50< vultraz> "The licensed font for Argentum Age is "Core Mellow"" 20160607 02:50:59< shadowm> So I guess what I'm saying is that you aren't saying anything by pointing out the existence of AA or the fact that they chose a font. 20160607 02:51:13< shadowm> It's a thing that is and that's cool. 20160607 02:51:19< pydsigner> Oh look at this 20160607 02:51:30< pydsigner> Core Mellow is a condensed geometric sans-serif typeface family that can be used in various applications *especially for short texts.* 20160607 02:52:01< vultraz> You're missing the point 20160607 02:52:39< pydsigner> Not really 20160607 02:52:52< pydsigner> Wesnoth needs a font suitable for text walls 20160607 02:53:23< vultraz> Fine 20160607 02:53:34< vultraz> Then why don't you suggest a replacement for Lato 20160607 02:53:39< pydsigner> Whereas AA could pull off any specific-aesthetic target because they're basically just doing a heading and summary 20160607 02:53:50< pydsigner> 2016-06-06 21:45:08 < pydsigner> DVS is an *objectively* good font 20160607 02:54:00< vultraz> Instead of constantly sitting around and saying it sucks 20160607 02:54:16< celticminstrel> But if no good replacement surfaces, then reverting to DVS may indeed be necessary. 20160607 02:54:21< shadowm> Uh, I am the one who does that, not pydsigner. 20160607 02:54:48< vultraz> It's a blanketing statement 20160607 02:55:05< shadowm> Here's why: because I'd be perfectly fine with reverting to DejaVu Sans. 20160607 02:55:28< shadowm> I don't feel we need to make a typographical statement here. 20160607 02:55:34< vultraz> And I am not and I say that should only happen as a last resort 20160607 02:56:18< shadowm> At least my preference of DejaVu Sans over Lato is due to both aesthetic and technical reasons, whereas your preference to the contrary is purely aesthetic (for a much vaguer definition of the word). 20160607 02:56:22< vultraz> If you were fine with DVS, great. 20160607 02:56:31< vultraz> But I say we need to find its replacement 20160607 02:56:40< vultraz> And if Lato is not it, then we need to keep looking! 20160607 02:57:11< celticminstrel> I don't especially care what font we use, but the lack of checkmarks in Lato doesn't bode well for it in my opinion. 20160607 02:57:17< shadowm> vultraz: Great! Then do that since you decided you have the power to veto DejaVu Sans or anything that doesn't suit your notion of what the game is supposed to look like. 20160607 02:57:50 * vultraz screams into a pillow 20160607 02:58:12< shadowm> Also, what is the game supposed to look like anyway? 20160607 02:58:17< celticminstrel> It'd be nice if you can actually give reasons why you dislike DVS so strongly, too. 20160607 02:58:23< celticminstrel> Because I simply don't understand it. 20160607 02:58:23< Bonobo> peanut gallery comment: I'd prefer if the font for wesnoth has bars on the capital I so that looks different from lower case l but maybe that's my personal preference 20160607 02:58:35< celticminstrel> It looks perfectly fine to me. 20160607 02:58:40< shadowm> Perhaps Lato is perfectly fine if we're going for the obnoxious ad aesthetic. 20160607 02:58:49< vultraz> celticminstrel: because the thin glyphs don't look that great on Windows 20160607 02:58:56< shadowm> (Not a direction I'd be willing to endorse, however.) 20160607 02:59:19< celticminstrel> Speaking of Bonobo's comment, why did people choose a san-serif font? 20160607 02:59:24< shadowm> On Windows specifically? 20160607 02:59:52< celticminstrel> I don't particularly care one way or another, mind you. 20160607 02:59:57< vultraz> I cannot speak for Linux and I suppose I've never seen the proper font on OS X 20160607 03:00:13< shadowm> You can speak for Linux. 20160607 03:00:21< shadowm> http://wiki.wesnoth.org/Screenshots 20160607 03:00:23< celticminstrel> It does seem however that the search for alternate fonts completely ignored serif options. 20160607 03:00:32< shadowm> All screenshots for 1.12.x and 1.13.x in there were made by me on Linux. 20160607 03:00:47< shadowm> AS well as 1.11.x. 20160607 03:00:49< celticminstrel> DejaVu Serif looks pretty good too in my opinion. 20160607 03:01:13< celticminstrel> (Is there no DejaVu Serif Mono? I only seem to have DejaVu Sans Mono.) 20160607 03:01:33< vultraz> celticminstrel: we ignored the serif option probably because we've always used a sans font 20160607 03:01:49< celticminstrel> But why have you always used a sans-serif font? 20160607 03:01:57< pydsigner> celticminstrel: Wouldn't you consider Sans Mono slightly serify? 20160607 03:02:09< celticminstrel> Why ignore a half the search space just because of the status quo? 20160607 03:02:15< vultraz> celticminstrel: don't ask me because I don't know 20160607 03:02:26< vultraz> celticminstrel: there is no good reason to, I agree 20160607 03:02:56< celticminstrel> pydsigner: Ah, I see what you mean... it's not really serifed, but it does have the bars on the I, for example. 20160607 03:03:22-!- victorclf [~victorclf@187.181.129.74] has quit [Quit: Leaving] 20160607 03:07:17< shadowm> Status quo: https://dl.dropboxusercontent.com/u/21371130/screenshots/dejavu-hinting-full.png 20160607 03:07:27< shadowm> Hinting disabled: https://dl.dropboxusercontent.com/u/21371130/screenshots/dejavu-no-hinting.png 20160607 03:08:20< irker361> wesnoth: Celtic Minstrel wesnoth:master 0ca410873ab5 / src/gui/dialogs/network_transmission.hpp: Fix some compiler warnings https://github.com/wesnoth/wesnoth/commit/0ca410873ab562cd198d20b2d7d01928b23922fd 20160607 03:08:32< shadowm> I believe the second is more like the stuff OS X users are accustomed to. 20160607 03:09:12< vultraz> no-hinting looks better 20160607 03:09:33< shadowm> Funny, to me it's always looked worse no matter what monitor I'm using, because I can see the AA pixels. 20160607 03:09:57< shadowm> Turning the text into a smudgy mess in my eyes. 20160607 03:11:43< shadowm> For the past year or so I've been training myself to embrace rainbow subpixel hinting and I still can notice the colors way more often than I'd prefer. 20160607 03:11:47< vultraz> It isn't great hinting, though 20160607 03:11:48< celticminstrel> I can't decide which one looks better. 20160607 03:11:58< shadowm> (We can't use rainbow subpixel hinting in Wesnoth, however.) 20160607 03:12:01< vultraz> But I think it's better than the other 20160607 03:28:46-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has joined #wesnoth-dev 20160607 03:34:29-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160607 03:45:11-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has quit [Ping timeout: 258 seconds] 20160607 03:49:21-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has joined #wesnoth-dev 20160607 04:10:08-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has quit [Read error: Connection reset by peer] 20160607 04:10:16-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has joined #wesnoth-dev 20160607 04:41:36-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 04:46:01-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160607 04:54:33-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20160607 05:04:10-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160607 05:12:08-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160607 05:13:44-!- grzywacz [~karol@89-70-181-125.dynamic.chello.pl] has joined #wesnoth-dev 20160607 05:22:15< ancestral> vultraz: Got somethin’ for ya 20160607 05:22:43< vultraz> Ooo 20160607 05:23:11< celticminstrel> Does this have anything to do with fonts? 20160607 05:24:29< ancestral> Sorta? 20160607 05:24:42< ancestral> What would you like? 20160607 05:26:07< ancestral> vultraz: Fixed trailer timing issues 20160607 05:26:23< ancestral> Uploading 133 MB file for you to preview. ETA 3 minutes 20160607 05:26:57< ancestral> vultraz: (I might add a shadow back onto the titles. For now the titles have no shadow) 20160607 05:27:04< celticminstrel> I guess not then? 20160607 05:27:15< ancestral> celticminstrel: Again, what would you like? 20160607 05:27:21< ancestral> :) 20160607 05:28:02< celticminstrel> I'm not exactly sure. 20160607 05:28:09< celticminstrel> And I was about to go to bed. 20160607 05:28:32< celticminstrel> There was some discussion about Lato and stuff earlier, anyway. 20160607 05:28:44< ancestral> Was I present? 20160607 05:28:48< celticminstrel> If you feel like looking it up. 20160607 05:28:52< celticminstrel> No you weren't. 20160607 05:28:55< ancestral> Okay, I’ll read the logs 20160607 05:28:55< celticminstrel> Earlier today. 20160607 05:29:04< celticminstrel> Good night. 20160607 05:29:09-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160607 05:29:10< ancestral> And I still plan on fixing the in-game UI with or without the new fonts 20160607 05:29:18< ancestral> s/UI/theme 20160607 05:29:45< ancestral> That reminds me 20160607 05:29:49< ancestral> I need to get back to LB 20160607 05:29:55< ancestral> http://wesnoth.io/trailer0607.mp4 20160607 05:30:54< vultraz> I see nothing :/ 20160607 05:31:09< shadowm> ancestral: Is this what the sub is supposed to look like? https://dl.dropboxusercontent.com/u/21371130/screenshots/subfonts.png 20160607 05:32:19< ancestral> Hmm, not quite 20160607 05:32:39 * vultraz downloads file instead 20160607 05:32:47< ancestral> I see the problem 20160607 05:32:54< vultraz> give me ~half an hour 20160607 05:34:03< ancestral> np 20160607 05:34:16< ancestral> I could make a smaller version if that helps 20160607 05:35:09< shadowm> Ew the default [print] text size in 1.12 is almost invisible. 20160607 05:35:11< vultraz> nah 20160607 05:35:23< shadowm> Oh I guess it's documented as such. 20160607 05:35:43< shadowm> Now, what's the default floating label size in combat...? 20160607 05:37:01< shadowm> I guess it'll be easier to try it out the old-fashioned way. 20160607 05:37:38< ancestral> font-face is not allowed 20160607 05:37:40< ancestral> Oh well 20160607 05:38:03< ancestral> shadowm: What font would you like for the subreddit? 20160607 05:38:20< shadowm> I like Open Sans. :p 20160607 05:38:33< ancestral> Okay 20160607 05:38:41< shadowm> I really don't know. I actually prefer DejaVu Sans to Arial, and Chrome is configured to use Arial here. 20160607 05:38:48< shadowm> For reasons I don't remember. 20160607 05:39:01< shadowm> I normally use Firefox, which uses the system sans-serif, which is DejaVu Sans. 20160607 05:41:05< ancestral> Well, if you don’t have Lato (which you don’t, and no need to go into any reasons), it’ll use Open Sans 20160607 05:41:25< shadowm> I can go into the reasons, actually! 20160607 05:41:33< shadowm> The reason is that nothing in my system depends on it. 20160607 05:41:44< shadowm> So nothing has installed it system-wide. 20160607 05:41:46< ancestral> Cool! 20160607 05:42:32< shadowm> In fact, if we get into the technicalities, only DejaVu Sans and a handful of other fonts can be reasonably expected to be present on a Linux system. 20160607 05:43:11< shadowm> Regardless of the desktop environment used, that is, because desktop environments have their own preferences (KDE wants Noto Sans, Gnome wants what's its font face). 20160607 05:43:23< shadowm> (Calibrel? Colobriel? Something like that.) 20160607 05:44:10< shadowm> Ah yes, Cantarell. 20160607 05:44:34< shadowm> That's the Gnome 3 UI font. At least last time I checked, around 2.5 years ago. 20160607 05:45:20< ancestral> Calibri and Corbel, the MS-created fonts 20160607 05:45:22< shadowm> I don't remember if FreeSans and Liberation Sans are normally available by default. 20160607 05:45:27-!- atarocch [~atarocch@88.131.217.34] has joined #wesnoth-dev 20160607 05:45:40< ancestral> But it wouldn’t surprise me if free-a-likes exist 20160607 05:45:53< ancestral> s/fonts/typefaces 20160607 05:46:36< shadowm> Open Sans isn't normally installed either. In fact I don't think it even has a separate package in Debian. 20160607 05:47:17< shadowm> It's only part of a 240 MiB package used for some TeX thing. 20160607 05:48:54< shadowm> Now, I obviously have installed Microsoft's fonts. 20160607 05:49:10< shadowm> For various reasons. I don't think most people do this or know how to do it. 20160607 05:49:54< shadowm> Although I'm notably lacking in fonts included in Vista and later, other than Consolas which I use for coding and terminal emulators. 20160607 05:50:12< shadowm> And Segoe UI. 20160607 05:52:55< shadowm> At least I'm not one of those people who would go "ewwwwww proprietary fonts no thanks", but then again the only reason I am allowed to install those last two IIRC is the fact that I "own" Windows installs carrying it (insofar as one can "own" something governed by Microsoft's EULAs). 20160607 05:53:25< shadowm> For example, IIRC I'm not allowed to use Lucida Grande because I don't own a Mac, which is a prerequisite for installing OS X. 20160607 05:53:52< shadowm> (Not that it's actually hard to go and find it on the web, mind you.) 20160607 05:54:25< ancestral> Lucida Grande is a slight riff off of Lucida Sans 20160607 05:54:30< shadowm> (One can own a Mac, right? I'm actually curious if the hardware comes with its own license agreement.) 20160607 05:54:41< ancestral> Most notable difference: the number 1 20160607 05:55:20< ancestral> Yes, one owns the hardware, unless you lease it from a reseller or some crazy stuff 20160607 05:55:30< shadowm> IIRC a Microsoft product (either Windows XP or some contemporaneous version of Office) comes with a Lucida Sans variant of its own. 20160607 05:56:02< Aginor> I think we should switch to one of the free comic sans clones for our font 20160607 05:56:04< shadowm> Oh right, Lucida Sans Unicode, Wikipedia says it comes preinstalled with all versions since Windows 98. 20160607 05:56:41< shadowm> So does this mean that Lucida Sans Unicode woud be an equivalent drop-in replacement for Lucida Grande? 20160607 05:57:31< ancestral> I’m sure there are some glyph differences and metrics differences 20160607 05:58:01< ancestral> But all in all they’re likely similar enough that for many uses it wouldn’t amount to much variation 20160607 05:58:25< ancestral> Same with Tex Pagella/Palatino/Palatino Linotype/Book Antiqua/URW Palladio 20160607 05:58:43< shadowm> Aginor: Let's use Papyrus instead. I think that should be flashy enough to appease our leader. 20160607 05:59:19< ancestral> Avatar got so much (deserving) flack over that typeface choice 20160607 05:59:56< ancestral> I know many of these things get delegated, but… James Cameron, what were you thinking? 20160607 06:02:41< Aginor> shadowm: only for campaigns featuring dwarves 20160607 06:05:46-!- atarocch [~atarocch@88.131.217.34] has quit [Remote host closed the connection] 20160607 06:06:40< ancestral> shadowm: Don’t forget Zapfino for the elves (because hey, who cares about legibility as long as it looks pretty) 20160607 06:15:36-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160607 06:29:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 06:31:16< shadowm> Gotta love how my campaigns always end up triggering seemingly non-deterministic bugs or quirks in the game engine. 20160607 06:33:52< shadowm> This time it's the pathfinder. 20160607 06:34:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160607 06:41:53< shadowm> Over the years: UI glitches, WML event firing order, WML nested event firing, sound source persistence, sound mixer limits, music track switch noise (which is still a problem, at least on 1.12.x), null time of day schedule handling, an invalid memory access in libvorbisfile, unexpected API breakage in beta stage, and those are just the ones I wrote down in Git history. 20160607 06:42:35< ancestral> The hip bone is connected to the leg bone 20160607 06:42:41< iceiceice> you guys should get rid of SDL mixer 20160607 06:43:14< iceiceice> looks like SDL net is gone now, that is a big accomplishment 20160607 06:43:36< shadowm> Halos glitching through shroud. 20160607 06:44:22< shadowm> Weird terrain mask API changes that the committer can't adequately explain himself. 20160607 06:45:20< shadowm> [message] scrolling offset that is actually a historical relic. 20160607 06:45:54< shadowm> Invalid memory access in the persistent variables implementation. 20160607 06:47:47< shadowm> AI bypassing weapon [disable] specials. 20160607 06:49:08-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160607 06:49:09< shadowm> Gender advancement glitches. 20160607 06:49:42< shadowm> Text rendering glitches. 20160607 06:50:07< shadowm> Formula engine bugs. 20160607 06:51:14< shadowm> Variable interpolation UB. 20160607 06:51:44< shadowm> Shroud over map edges. 20160607 06:52:12-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 246 seconds] 20160607 06:52:12-!- wedge010 is now known as wedge009 20160607 06:52:16< shadowm> Terrain overlay handling quirks. 20160607 06:53:17< shadowm> MUF border cases. 20160607 06:53:30< shadowm> And a million bugs in wmllint. 20160607 06:53:39-!- iceiceice [~chris@wesnoth/developer/iceiceice] has left #wesnoth-dev ["Leaving"] 20160607 06:53:40-!- atarocch [~atarocch@natmobil.sfa.se] has joined #wesnoth-dev 20160607 06:55:56< shadowm> Of these, the only ones that remain are half the wmllint bugs, the track switching noise, shroud over map edges (possibly maybe I'm not sure), the pathfinding bug I'm trying to actually observe, and the halos glitching through shroud issue. 20160607 06:56:49< shadowm> I did report and/or fix the others over the years, obviously. 20160607 06:57:49< shadowm> The track switching noise I'm pretty sure is just SDL_mixer or SDL being derpy on Linux (?), maybe they are fixed on master due to the SDL 2 transition but I don't feel like staring at master for long enough to check. 20160607 06:58:27< shadowm> I'm not sure if it's worth reporting the halos glitching through shroud issue or I already reported it. 20160607 06:58:58< shadowm> When I first found it I was desperately trying to complete a campaign that took me years to write. 20160607 07:00:10-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160607 07:00:23< shadowm> To be perfectly honest, if I wasn't a mainline developer myself and had the power to fix some of these bugs or at least understand why they come up from time to time I'd have quit campaign development ages ago in frustration. It's never fun to spend an enormous amount of time making something that will break later down the road because of changes that you didn't make yourself. 20160607 07:00:35< shadowm> *and didn't have the power 20160607 07:00:56< shadowm> And that's why I kind of don't want to do that again. 20160607 07:02:13< shadowm> Because to make stuff that is unique and different from mainline I must eventually come face to face with whatever crap the game engine decides to pull on me out of karmic spite. 20160607 07:04:10< shadowm> And debugging WML or Lua code in Wesnoth is still a rather cumbersome task, especially with WML that isn't a thin interface to Lua. 20160607 07:06:22< shadowm> Why am I ranting about this here instead of my own channel, I'm not sure. I guess it's because I still have a faint hope that my feelings on the matter can somehow inspire a capable coder to make Wesnoth awesome without going through the politics involved in the fork that v-man envisions. And I don't feel that taking any of this out of context and into a more public medium could do to the ... 20160607 07:06:28< shadowm> ... project anything but a disservice. 20160607 07:07:33< shadowm> Because, let's face it, Wesnoth is inherently doomed to fail when it comes to little details like this due to the same volunteer-driven nature that's allowed it to bloom and grow. 20160607 07:10:55< shadowm> So to go back to iceiceice's tangent that I dismissed because I was in the middle of a list dump, yes, we should get rid of SDL_mixer. Good luck getting someone with the knowhow to do it non-halfassedly, though. 20160607 07:11:57< shadowm> And without feeling all too tempted to neglect non-tier 1 platforms (or even some of the tier 1 platforms like Linux). 20160607 07:17:45 * zookeeper does not disagree with shadowm 20160607 07:18:03< zookeeper> even if my focus is traditionally on the intentional breakages... :> 20160607 07:19:15< zookeeper> so is DVS the previous font, as in what 1.12 uses? 20160607 07:19:44< shadowm> DejaVu Sans is the previous font, yes. 20160607 07:21:19< zookeeper> mmkay 20160607 07:22:09< zookeeper> i have a hard time comparing them in-game because the sizes are different. 20160607 07:24:33< shadowm> And so is the hinting settings or the fonts' own hinting data, at least at a glance. 20160607 07:25:33< shadowm> Eh, the hinting settings are the same as in 1.12, so it's the font's own hinting data. 20160607 07:26:51< zookeeper> if i could actually compare the fonts themselves in-game (as in, the size changes weren't there) then i don't know which font i'd prefer, but as it is most things look oversized and goofy and i'd like that to go away. 20160607 07:27:27-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20160607 07:27:39< zookeeper> oh, right, there's the font scaling option. maybe that'd help. 20160607 07:28:47-!- The_Unforgiven [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 250 seconds] 20160607 07:30:44-!- Kwandulin [~Miranda@p200300760F3B06CB7D2D187DC617E8E4.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 07:34:17< ancestral> zookeeper: Specifically, which screens? 20160607 07:34:40< ancestral> (Do you feel that it is noticeably goofy?) 20160607 07:36:18< zookeeper> button text, objectives... 20160607 07:37:03< ancestral> Button text in the menus? 20160607 07:38:05< zookeeper> on all buttons AFAICT 20160607 07:42:14< vultraz> ancestral: ok, watching le trailer 20160607 07:42:58< vultraz> ancestral: seems there's a very abrupt cut between the "scene with a tower" and the first screen with text 20160607 07:43:37< ancestral> Sure. I can work on that. 20160607 07:45:04< vultraz> text looks better without the effect 20160607 07:45:12< vultraz> But I think it could be thinner and bigger 20160607 07:45:40< ancestral> Some of the titles I run out of room, however 20160607 07:45:40< vultraz> problem is you have to move your eyes away from the action to see the text 20160607 07:45:50< ancestral> I know another way to overlay titles 20160607 07:46:05< vultraz> perhaps position the text differently for each slide 20160607 07:46:14< ancestral> That’s an idea 20160607 07:46:50< ancestral> Or would it be bad to have a background behind the text? 20160607 07:47:17< vultraz> it would not be bad 20160607 07:47:33-!- grzywacz [~karol@89-70-181-125.dynamic.chello.pl] has quit [Ping timeout: 240 seconds] 20160607 07:48:54< vultraz> ok, so for the clips with a static screen. Are those the final product for that slide, or are they placeholders for video? 20160607 07:49:37< vultraz> The placement of the text in the language screen is very jarring 20160607 07:49:59< vultraz> However, I like the timing of the final slide with the logo with the music 20160607 07:50:34< vultraz> But I still think that text should be moved up the screen more, so the logo sits around 40% down and the availability text 60% 20160607 07:51:13< vultraz> But very nice timing at the end 20160607 07:52:42< vultraz> ancestral: so overall, the big problem is the placement of the text 20160607 07:52:49< vultraz> ancestral: other matters are mostly 20160607 07:52:51< vultraz> minor 20160607 07:53:28< ancestral> vultraz: Unless I can find great video clips, they will be some sort of static images 20160607 07:53:53< ancestral> Agreed on the language screen. Maybe I can rework that entire slide 20160607 07:54:38< ancestral> Thanks for your input 20160607 07:55:07< vultraz> The timing is much better this time overall 20160607 07:56:36< vultraz> I'm still on the fence about the transition of the static art pics at the beginning; I think the fade and scroll end could be moved maybe... 1/8 second closder 20160607 07:56:40< vultraz> but it's very minor 20160607 07:56:47< vultraz> closer* 20160607 07:56:52-!- Appleman1234 [~Appleman1@KD036012044004.au-net.ne.jp] has quit [Ping timeout: 252 seconds] 20160607 07:58:12-!- shadowm is now known as forcepushm 20160607 07:58:44< vultraz> ancestral: the reason I asked about video clips is i think the static screens could use movement - even if it's very subtle. Like, say, the standing animation of the Drakes, or flags moving 20160607 07:59:27< vultraz> Now, I notice you have a screen saying "more video clips". I don't really think that's necessary. You already have a good selection 20160607 08:02:52-!- forcepushm is now known as shadowm 20160607 08:18:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 08:21:05< ancestral> vultraz: I feel like I could use at least one more 20160607 08:21:21< vultraz> well nothing wrong with adding one either 20160607 08:22:57-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 276 seconds] 20160607 08:24:30-!- shikadibot [~shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20160607 08:54:05-!- Appleman1234 [~Appleman1@KD036012048075.au-net.ne.jp] has joined #wesnoth-dev 20160607 09:07:56< irker361> wesnoth: Wedge009 wesnoth:master f62a52ebfe9f / projectfiles/VC12/ (wesnoth.vcxproj wesnoth.vcxproj.filters): Update VC project files for recent file additions and deletions. https://github.com/wesnoth/wesnoth/commit/f62a52ebfe9f4a48c0fc7d5715f535460c8c9f04 20160607 09:08:24< wedge009> celticminstrel: ^ 20160607 09:10:43-!- grzywacz [~karol@ip-94.124.0.122.s.net.pl] has joined #wesnoth-dev 20160607 09:14:55< ancestral> wedge009: Thanks 20160607 09:14:59-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160607 09:15:02-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 09:15:05< wedge009> No worries. 20160607 09:18:29< Elvish_Hunter> 20160606 10:16:51< gfgtdf> Elvish_Hunter: there are multipl isues noted in the discussion or your pr that you didnt repsond to yet, 1) my note about "i think a better way in this code implement this woudl be a clear defeintion which combinations are allowed. like in " 2) celims not about "move this code to helper.rand and call it from [set_variable]." 20160607 09:20:19-!- mjs-de [~mjs-de@x4e318e1a.dyn.telefonica.de] has joined #wesnoth-dev 20160607 09:20:58< Elvish_Hunter> gfgtdf: about point 1, since [set_variable] is so widely used, I think that we should post a topic in the forums and ask the users for their opinions, since someone might actually be relying on that confusing behaviour. 20160607 09:24:50< Elvish_Hunter> And about point 2, I'll do it as soon as I can (hopefully that will mean: before 1.13.5 is released). 20160607 09:26:56< Elvish_Hunter> As for DejaVu Sans, if we want to revert to it I agree, because it's one of the fonts with the highest amount of glyphs available. 20160607 09:33:16-!- grzywacz [~karol@ip-94.124.0.122.s.net.pl] has quit [Quit: Lost terminal] 20160607 09:54:46< Aginor> have we made sure that lato even supports all translated languages? 20160607 10:06:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 10:10:09< vultraz> Aginor: we decided (or at least I presume it was such) that only languages over a certain percentage complete were to be considered 20160607 10:10:19< vultraz> Lato did well by that criteria 20160607 10:11:07-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160607 10:18:59< loonycyborg> shadowm: Actually I think wesnoth's problem with "little details" isn't due to its volunteer nature, but due to it being a game 20160607 10:19:12< loonycyborg> It's endemic to all games, open source or otherwise 20160607 10:19:23< loonycyborg> simply because it's not mission critical software 20160607 10:20:05< loonycyborg> it's even worse for commercial games 20160607 10:20:22< loonycyborg> since they have even less incentives for techical excellence 20160607 10:21:32< loonycyborg> and they also practice "fire and forget" development when you make a game once and then throw it away in favor of shinier new projects, maybe make some token patches 20160607 10:22:12< vultraz> well in commercial games once the product is done it's done 20160607 10:22:24< vultraz> There will never be new features 20160607 10:22:37< Aginor> it depends a lot on the project 20160607 10:22:42< loonycyborg> so anyway, I always saw open source as a way to bring more technical competence to game development 20160607 10:22:49< vultraz> At least in your typical AAA game 20160607 10:22:52< vultraz> there are some exceptions 20160607 10:22:54< vultraz> Minecraft 20160607 10:22:56< vultraz> Terraria 20160607 10:23:00< vultraz> Warcraft 20160607 10:23:00< Aginor> vultraz: like dota 2? 20160607 10:23:06< vultraz> yes, Dota 2 20160607 10:23:12< vultraz> can't believe I didn't think of that :P 20160607 10:23:26< loonycyborg> I know that at least dota started as a fan project on warcraft 3 engine 20160607 10:23:32< loonycyborg> unless I'm confusing it 20160607 10:23:38< vultraz> Yes 20160607 10:23:46< Aginor> it depends a lot on the type of development, and whether they're looking at long-term community or not 20160607 10:23:50< vultraz> I meant World of Warcraft, actually 20160607 10:24:18< vultraz> In certain development models, new features means a new patch 20160607 10:24:20< Aginor> now, I'd like to believe that wesnoth is about community as well, which means that we need to be nice to it and make sure we give the community good thing 20160607 10:24:23< vultraz> In others, it means a whole new game 20160607 10:25:13< Aginor> vultraz: mostly driven by economic needs though 20160607 10:25:36< vultraz> Some games have both 20160607 10:25:42< vultraz> We use the first model 20160607 10:25:48< vultraz> Except we never introduce new features 20160607 10:25:50< vultraz> Ever 20160607 10:25:51< vultraz> :P 20160607 10:26:06< vultraz> Not gameplay-wise 20160607 10:26:21< Aginor> I suspect that's because it's reasonably feature complete :) 20160607 10:26:29< vultraz> We let the community do that with UMC 20160607 10:29:31-!- Kwandulin_2 [~Miranda@p200300760F3B06CB7D2D187DC617E8E4.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 10:31:17-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160607 10:32:28-!- Kwandulin [~Miranda@p200300760F3B06CB7D2D187DC617E8E4.dip0.t-ipconnect.de] has quit [Ping timeout: 272 seconds] 20160607 10:55:25-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160607 11:06:49-!- edgrey [~edgrey@178.204.169.141] has quit [Quit: Konversation terminated!] 20160607 11:07:34-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 11:08:29-!- edgrey [~edgrey@178.204.169.141] has quit [Client Quit] 20160607 11:09:08-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 11:42:23-!- gfgtdf [~chatzilla@x4e368122.dyn.telefonica.de] has joined #wesnoth-dev 20160607 11:43:02< gfgtdf> wedge009: hmm you can remove teh network.cpp and network_worker.cpp from the libwesnoth msvc porject too if you didnt already. 20160607 11:43:31< gfgtdf> wedge009: i wonder do you update thost files with visual tudio or do you edit them as xml ? 20160607 11:54:47-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 11:57:13-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160607 11:58:51-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160607 12:01:49-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160607 12:02:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 252 seconds] 20160607 12:03:42-!- edgrey [~edgrey@178.204.169.141] has quit [Ping timeout: 246 seconds] 20160607 12:21:01-!- lipkab [~the_new_l@host-91-147-210-58.biatv.hu] has joined #wesnoth-dev 20160607 12:21:04< shadowm> A lever is a mechanical device. 20160607 12:21:25< shadowm> That little 'a' between the first 'e' and the 'v' makes a huge different in written text. 20160607 12:21:47-!- aquileia [863caf0f@gateway/web/freenode/ip.134.60.175.15] has joined #wesnoth-dev 20160607 12:21:51< shadowm> Especially if you are going to place the word between scare quotes. 20160607 12:26:01< shadowm> s/different/difference/ 20160607 12:26:12-!- RatArmy [~RatArmy@om126229088163.12.openmobile.ne.jp] has joined #wesnoth-dev 20160607 12:38:36-!- Kwandulin_2 [~Miranda@p200300760F3B06CB7D2D187DC617E8E4.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160607 12:41:48< aquileia> vultraz: Is schema.cfg used anywhere? It seems out of date: https://github.com/wesnoth/wesnoth/blob/master/data/schema.cfg#L91 20160607 12:42:44< aquileia> Besides that, the Boost tests seem to use the old difficulty syntax as well: https://travis-ci.org/wesnoth/wesnoth/jobs/135815310#L3034 20160607 12:42:54-!- aquileia [863caf0f@gateway/web/freenode/ip.134.60.175.15] has quit [Quit: Page closed] 20160607 12:43:03-!- RatArmy [~RatArmy@om126229088163.12.openmobile.ne.jp] has quit [Quit: Konversation terminated!] 20160607 12:52:12-!- stikonas_ is now known as stikonas 20160607 13:16:03-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160607 13:26:02-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160607 13:27:00-!- irker361 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160607 13:29:53< mattsc> shadowm: there isn’t a bug report for the weapon special disable bug, right? 20160607 13:30:42< zookeeper> this? https://gna.org/bugs/?22179 20160607 13:33:20< mattsc> zookeeper: ah, thanks, I’d missed that one (it’s categry ‘Bug’ not ‘AI’, that’s probably why). I’ll check whether that’s the same, but it looks like it. 20160607 13:52:34< gfgtdf> mattsc: you meant 'item group' not 'category' 20160607 13:53:41< mattsc> gfgtdf: argh; right, that’s what I mean. And I don’t remember any more how many times I have mixed those up… 20160607 13:53:57-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 260 seconds] 20160607 13:54:41-!- deathisundead [~quassel@2601:40a:c101:5600:3c3f:84f7:1f65:75cf] has joined #wesnoth-dev 20160607 13:54:41-!- deathisundead [~quassel@2601:40a:c101:5600:3c3f:84f7:1f65:75cf] has quit [Changing host] 20160607 13:54:41-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20160607 13:58:44< gfgtdf> aquileia: i know that data/guishema.cfg is used by the gui2 code 20160607 13:59:35< mattsc> I just checked out that bug and it behaves as described as in the report. However, I am not sure that it is exactly the same as what shadowm found. 20160607 13:59:42< vultraz> isn't there a seperate schema for the gui 20160607 13:59:51< vultraz> separate 20160607 14:00:49< mattsc> At least one of the conditions that I thought are necessary for this to manifest itself (that the defender needs to have 2 weapons at the range) seems not to be necessary here. 20160607 14:01:03-!- Kwandulin [~Miranda@p200300760F3B06CBE1C0C45D8A58B99E.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 14:01:20< gfgtdf> vultraz: yes, nut sure whether tehy are related, my commecnt was about gui2 schema (data/gui/schema.cfg) 20160607 14:01:23< gfgtdf> not 20160607 14:10:29-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160607 14:18:30-!- Duthlet [~Duthlet@pD9FCBE3B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 14:23:36-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 14:26:30-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 250 seconds] 20160607 14:27:43-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20160607 14:30:33-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160607 14:31:53-!- Kwandulin [~Miranda@p200300760F3B06CBE1C0C45D8A58B99E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160607 14:57:24-!- Kwandulin [~Miranda@p200300760F3B06CB60575016AFDE6F5A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 14:58:08< mattsc> Ah, right … Except if the attacker only has one weapon, in which case choose_attacker_weapon() is skipped. 20160607 14:58:14< mattsc> That’s a problem … 20160607 15:01:42-!- atarocch [~atarocch@natmobil.sfa.se] has quit [Quit: Leaving] 20160607 15:01:56-!- edgrey [~edgrey@178.204.169.141] has quit [Remote host closed the connection] 20160607 15:02:23-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 15:07:53-!- The_Unforgiven [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20160607 15:08:37-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 260 seconds] 20160607 15:14:46< mattsc> The problem is that the disable weapon special is analyzed in the attack stats calculation, but that calculation is skipped when the attacker only has one attack in order to speed up things. 20160607 15:15:57< mattsc> So, adding that calculation would have a huge impact on performance (evaluation time) just for checking a special that is rarely used. 20160607 15:17:14< mattsc> The other option (one other option?) would be to add a disabled flag to the attack_type config in unit_types.?pp, just as it is done for attack/defense_weight. 20160607 15:17:54< mattsc> That would add to the size of the data needed for each unit, but I think it is negligible compared to the impact of the first option I described above. 20160607 15:18:05< mattsc> Opinions, anybody? 20160607 15:18:51< zookeeper> humm 20160607 15:20:36< zookeeper> how can it have a huge impact on performance, if that same impact is suffered when all units involved have at least 2 attacks? 20160607 15:20:46< zookeeper> +already 20160607 15:20:59< mattsc> because lots of units don’t have 2 attacks 20160607 15:21:22< mattsc> so for all of those, you would add an (unnecessary0 attack outcome calculation. 20160607 15:21:45< zookeeper> well, yeah, but... are you saying the impact (c/w)ould be noticeable? 20160607 15:23:58< mattsc> I could imagine that it would, yes, esp. in those scenarios where Wesnoth is slow evaluating AI moves already. 20160607 15:24:25< mattsc> AFAIK, the attack simulation is what takes the most time in those cases. 20160607 15:25:21< mattsc> Also, it just seems really inelegant to do a complete attack simulation to check a boolean. 20160607 15:25:26-!- atarocch [~atarocch@88.131.217.34] has joined #wesnoth-dev 20160607 15:25:49< mattsc> Btw, adding the flag here is what I think is the better option: 20160607 15:25:54< mattsc> https://github.com/wesnoth/wesnoth/blob/1.12/src/unit_types.cpp#L66 20160607 15:26:11< mattsc> But I don’t know if it is the best, or even a good, option. 20160607 15:26:16< zookeeper> so if "that calculation is skipped when the attacker only has one attack in order to speed up things", then can't the calculations continue to be skipped and a simple extra check added that checks that the unit doesn't have a [disable] special of any kind on that attack? 20160607 15:26:42< zookeeper> that is, skip only if it's the only attack and it doesn't have a [disable]. go the other route in all other cases. 20160607 15:26:54< mattsc> Yes, probably, but … 20160607 15:27:45< mattsc> The reason why this bug exists in the first place (and manifests itself in two different cases) is that the information is not collected in one place in a unified way. 20160607 15:27:59< mattsc> So, instead, we need to check it over and over again in different places. 20160607 15:28:15< mattsc> Two of which were forgotten when this was implemented. 20160607 15:28:20-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 15:28:49< mattsc> Personally, I think adding the flag to the attack config is how it should be done (just as attack_weight etc.) 20160607 15:29:03< mattsc> But at the expense of increasing the size of the config for all units. 20160607 15:29:09< mattsc> So, I don’t know … 20160607 15:30:00-!- edgrey [~edgrey@178.204.169.141] has quit [Remote host closed the connection] 20160607 15:30:23-!- edgrey [~edgrey@178.204.169.141] has joined #wesnoth-dev 20160607 15:30:43< mattsc> And I don’t have a strong opinion about it, just throwing out the options I can come up with after an extremely intense and intensive study of the code for about 15 minutes. :P 20160607 15:32:31< zookeeper> well, not that i'm an authority on how the code should be organized, but it's nothing more than an optimization problem so i don't think there's anything particularly wrong with doing a check like that in several places, because that to me seems like a rather different thing that actually spreading game logic all over the place. 20160607 15:32:43< gfgtdf> zookeeper: i don't realy see the point of addin a disabled= flag in attack 20160607 15:32:53-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160607 15:32:59< gfgtdf> mattsc: ^ 20160607 15:33:08< gfgtdf> mattsc: what exactly woudl be teh reason for this 20160607 15:33:25< gfgtdf> mattsc: and when woudol that flag be written ? 20160607 15:35:21< mattsc> gfgtdf: why is attack_weight() (and other things like it) written to the unit_type config? 20160607 15:35:35< mattsc> At the place in the code I linked to above. 20160607 15:35:37< mattsc> Same reason. 20160607 15:35:48< gfgtdf> mattsc: i think it written in the attack type not in the unit typoe 20160607 15:36:25< mattsc> gfgtdf: right, but isn’t that part of unit_type? Sorry for being sloppy in my formulation, I guess. 20160607 15:36:31< mattsc> I said that that’s where I would add it. 20160607 15:36:39< gfgtdf> mattsc: also note that setting attack_weight to 0 already diables an attack, so adding a flag disabled=yes/no wouldn't really give anything. 20160607 15:37:19< mattsc> gfgtdf: so why is there a [disable] weapon special in the first place? (and yes, I agree with you, but there is such a special) 20160607 15:37:52< gfgtdf> mattsc: to disable a weapon conditiionaly, for exame with filter_second, like in 'this weapon cannot be used against dwarves' 20160607 15:38:13< gfgtdf> mattsc: or 'this weapon cannot be used if theis units stands next to its leader' 20160607 15:38:23< gfgtdf> mattsc: you can create funny things. 20160607 15:38:30< gfgtdf> mattsc: at lest that what i'D guess 20160607 15:38:40< mattsc> gfgtdf: hmm … right 20160607 15:38:42< gfgtdf> mattsc: sinc ei did neigher write of used that special ever. 20160607 15:39:43< mattsc> gfgtdf: That’s actually a reason why the adding it to the attack_type would probably not work at all. 20160607 15:40:20< zookeeper> yeah it's meant for conditional disablement 20160607 15:40:36< mattsc> Well, or it had to be a function, which is actually what attack_type() etc. is also. 20160607 15:42:14< mattsc> gfgtdf, zookeeper: I’m just trying to figure out how to clean up and fix something that I did not create myself. 20160607 15:42:46< mattsc> I don’t know what the best way of doing it is, so I am throwing out arguments for either side here. 20160607 15:44:05-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160607 15:45:11< zookeeper> well, as said take what i say with as many grains of salt as you consider appropriate, but what i'd do is 1) just make the code work right without new attributes and whatnot even if it's more costly, and then 2) add a dirty optimization check to skip all that when possible 20160607 15:46:07< zookeeper> i find code like that easier to comprehend than if there's some extra attributes around which only serve an optimization purpose 20160607 15:48:45< mattsc> zookeeper: sure; thanks for the input (gfgtdf also) 20160607 15:49:16< mattsc> I’m not going to do this now anyway, so there’s time for others to comment (or do it in the first place). ;) 20160607 16:00:01-!- exciton [chuck-the-@89.208.170.132] has quit [Read error: Connection reset by peer] 20160607 16:00:18< celticminstrel> shadowm's mention of halos reminds me - isn't there a current issue with them being drawn in the wrong place sometimes? 20160607 16:00:59-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160607 16:01:22-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160607 16:02:10< celticminstrel> zookeeper: You might be able to compare the fonts in-game if you set the font-scaling preference to less than 100%. 20160607 16:05:22-!- exciton [~exciton@89.208.170.132] has joined #wesnoth-dev 20160607 16:17:17-!- horrowind [~Icedove@2a02:810a:83c0:1c18:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160607 16:21:04-!- Kwandulin [~Miranda@p200300760F3B06CB60575016AFDE6F5A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160607 16:22:01-!- Bonobo [~Bonobo@2001:44b8:254:3200:bc92:b6d6:43e7:6ed7] has quit [Quit: Leaving] 20160607 16:35:24< zookeeper> celticminstrel, i did. 95% comes pretty close (in certain places). 20160607 17:05:59< zookeeper> the "connect to server" dialog is basically unusable, there's a delay of seconds when i try to edit the address 20160607 17:06:35< zookeeper> now i tried again and it was normal 20160607 17:29:44-!- Nobun [~nobun@5.170.111.235] has joined #wesnoth-dev 20160607 17:31:41-!- Kwandulin [~Miranda@p200300760F3B06CB79627A629B91D3EC.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160607 17:38:56-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160607 17:41:48-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160607 17:48:04-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 17:53:03-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20160607 17:53:42-!- The_Unforgiven [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 260 seconds] 20160607 17:56:22-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 17:57:21-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160607 17:59:06< mattsc> zookeeper: I did a quick timing test and for the simple test case in the bug report for which you provided the link: 20160607 17:59:20< mattsc> 1000 battle outcome simulations take 80-100 ms 20160607 17:59:33< mattsc> 1000 queries of the [disable] filter take 2-10 ms 20160607 18:00:48-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 276 seconds] 20160607 18:02:11< zookeeper> looks like quite a save 20160607 18:02:29< mattsc> Well, yes, just that the time currently needed is 0. 20160607 18:02:33< mattsc> So the latter is definitely faster, but I don’t know if this is negligible or not in all cases (I think that this is called many times, but I don’t know what ‘many’ means in cases like the later NR scenarios) 20160607 18:02:35< zookeeper> ...in the rare case that [disable] is used a lot, which it never is :P 20160607 18:02:58< mattsc> I get 2-4 ms even for units that don’t have that special 20160607 18:04:24< mattsc> up to 7 ms, actually 20160607 18:05:02< zookeeper> any idea how many queries there might be during AI turns? i mean of course there is not typical AI turn, but i don't really have any ballpark estimate. 20160607 18:05:09< mattsc> This needs to be called every time an attack for a unit with only one attack is evaluated. 20160607 18:05:25< mattsc> (that was not an answer to your last question) 20160607 18:05:27-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160607 18:06:01< zookeeper> i mean if an AI turn in a big battle scenario only needs about 1000 queries anyway, then the overhead is nothing. if it's a million, then that's a different story. 20160607 18:07:04< mattsc> Right. I don’t know. That’s what I mean with “but I don’t know what ‘many’ means” above 20160607 18:07:35< celticminstrel> I imagine several times after each move. 20160607 18:07:44< celticminstrel> Once a unit moves, attacks need to be re-evaluated, right? 20160607 18:07:53< zookeeper> oh, right, you did say that and i missed it :p 20160607 18:08:04< celticminstrel> "many" in this context could be a lot. 20160607 18:09:16< mattsc> Yes, it does need to be redone. So the question is how often it needs to be done per attack. 20160607 18:09:33< celticminstrel> An upper bound would come from the cartesian product - number of own units times number of enemy units. In practice it's probably usually far less, mind you. 20160607 18:09:36< mattsc> My guess is at least for each possible attack pair 20160607 18:09:56< celticminstrel> And that repeated after each move. 20160607 18:10:13< celticminstrel> All this is just speculation, but... 20160607 18:10:33< celticminstrel> Yeah, probably for each possible attack pair. 20160607 18:11:00< mattsc> Hmm … actually, there is a problem with that approach. 20160607 18:12:19< mattsc> Because the [disable] filter needs to be applied to the situation during the attack, not the situation before the attack. 20160607 18:12:43< mattsc> So, actually, it might not be possible to do this without a simulation. 20160607 18:13:03< mattsc> Ugh. 20160607 18:13:13< mattsc> That’s too difficult for me, at least right now. 20160607 18:20:27< gfgtdf> hmm hmm i wonder how [disable] apply_to= opponenet works 20160607 18:21:06< gfgtdf> what it doens i meant, not how it works internally 20160607 18:21:07< zookeeper> gfgtdf, i can't see how it would make any sense 20160607 18:21:36< zookeeper> (not that i mind if it actually does something, whatever it is, as long as it's consistent and predictable) 20160607 18:22:07< zookeeper> oh, wait, i guess it would make sense. it would apply to the defender's chosen weapon, of course. 20160607 18:22:32< celticminstrel> Hmm, I suppose it could mean the defender can't retaliate against that weapon? 20160607 18:22:34< zookeeper> so... uh... yeah 20160607 18:23:29< gfgtdf> hmm i was actually thinkin about a scneairo where the dender had a [disable]apply_to=opponent, but i guess that wouldnt make much sense eigher 20160607 18:23:51< zookeeper> well, in that case they couldn't be attacked 20160607 18:24:06< zookeeper> (assuming the filtering covers all potential attackers and weapons) 20160607 18:24:24< zookeeper> which is certainly something that might be useful 20160607 18:26:52-!- irker840 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160607 18:26:52< irker840> wesnoth: loonycyborg wesnoth:master dce503ebec2c / src/server/game.cpp: Fix UB when sending game history due to misuse of simple_wml https://github.com/wesnoth/wesnoth/commit/dce503ebec2c9d9c1ce574729b9321538ea8bb78 20160607 18:32:42< loonycyborg> gfgtdf: it seems I managed to fix invalid wml error, but lobby still isn't refreshed for observer on exit to lobby 20160607 18:33:18< gfgtdf> loonycyborg: can i testit on offical server ? 20160607 18:33:26< loonycyborg> not yet 20160607 18:33:28-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-176-151.zoominternet.net] has joined #wesnoth-dev 20160607 18:33:34< loonycyborg> I'll tell when it's updated 20160607 18:33:44< gfgtdf> loonycyborg: ok 20160607 18:35:45< SigurdFD> Hi zookeeper 20160607 18:36:22< SigurdFD> is there anything else pr#665 needs other than changelog & a squash? 20160607 18:36:42< irker840> wesnoth: Wedge009 wesnoth:master 47ad8d38334b / projectfiles/VC12/ (wesnothlib.vcxproj wesnothlib.vcxproj.filters): VC project files: Removing network code from libwesnoth as requested by gfgtdf. https://github.com/wesnoth/wesnoth/commit/47ad8d38334b2f912188d1cdf00795d1fc1508ef 20160607 18:37:41< wedge009> gfgtdf: Done. I do a bit a of both, since I'm using VC14. I do a comparison and copy the changes over. 20160607 18:37:45< celticminstrel> wedge009: The SDL_net dependency is also removed. 20160607 18:38:01< SigurdFD> also, for changelog entries, are there instructions anywhere for how to make them proprerly? 20160607 18:38:04< celticminstrel> Unless there's a build for the addons server, which I doubt. 20160607 18:38:14< wedge009> Can you give me the details later? I really should be getting ready for work. 20160607 18:38:18< celticminstrel> SigurdFD: What do you mean? 20160607 18:38:32< zookeeper> SigurdFD, so i was wondering why did you put three dots between 19c and 20 after all? 20160607 18:38:51< SigurdFD> I though you had said to put more dots. 20160607 18:40:30< SigurdFD> celticminstrel: last time I did a changelog entry, I had apparently copied a previous entry doing it the wrong way. So I am wondering where instructions are to do it correctly: 20160607 18:40:37< SigurdFD> shadowm: ^ 20160607 18:40:55< zookeeper> SigurdFD, i'm pretty sure i said "nevermind" immediately afterwards :P 20160607 18:41:54< zookeeper> but eh it's fine, as said it can be tweaked later especially if other changes necessitate journey tweaks 20160607 18:42:37< SigurdFD> oh I see, I though the nevermind was for something else. 20160607 18:44:58< SigurdFD> hmmm... I think the story and the map for 20b doesn't line up that well with the journey tracks... 20160607 18:45:35< SigurdFD> ...but short of signifcantly changing story & map, I don't see how it could be done better. 20160607 18:49:03< zookeeper> well 20b doesn't line up well with... anything in any regard, really, except 19c itself :P 20160607 18:49:07-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160607 18:49:52< zookeeper> thank goodness it's an easter egg branch and not something a regular player would casually stumble upon 20160607 18:50:25< zookeeper> so just to clarify, i have no objections against merging once the changelogging and squashing is done 20160607 18:51:51< SigurdFD> ok, should have that in a little later today. 20160607 18:53:12-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 260 seconds] 20160607 18:53:13-!- wedge010 is now known as wedge009 20160607 18:56:51< celticminstrel> I still don't know what you mean... 20160607 18:57:54< zookeeper> changelog entries should be pretty straightforward, there's thousands of examples to be seen by scrolling down :p 20160607 18:58:26< zookeeper> something as minor as that i personally wouldn't add to players_changelog though, but it doesn't exactly hurt either if you want to. 20160607 18:58:43< SigurdFD> zookeeper: ok 20160607 19:00:16-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160607 19:00:27-!- horrowind [~Icedove@2a02:810a:83c0:1c18:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160607 19:00:28< SigurdFD> celticminstrel: apparently, the latest HttT changelog entries are not in the ideal form. 20160607 19:01:06-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 19:02:05< SigurdFD> though I'm not sure what the ideal form would be if it wasn't what I did there. 20160607 19:02:49< zookeeper> i guess it would be nice to include the name of the scenario, not only the number. 20160607 19:03:14< celticminstrel> Nice but probably not really necessary. 20160607 19:03:40< loonycyborg> gfgtdf: server is updated now 20160607 19:04:03< gfgtdf> loonycyborg: ok will test 20160607 19:05:05< celticminstrel> I wonder if anyone can tell me if there's any particular reason to continue using mo files for translations (rather than po files). 20160607 19:05:14< celticminstrel> Like, are they faster or more efficient somehow? 20160607 19:05:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160607 19:06:02< gfgtdf> celticminstrel: i don't know about the implementation details or po files 20160607 19:06:30< gfgtdf> celticminstrel: but it likeley that they are somehow optimizes so that the eigher take less dis space or are faster to load 20160607 19:08:21< gfgtdf> loonycyborg: the bug about king gme is still there 20160607 19:09:40< mattsc> Funny thing, I copied the HttT scenario entry format in the changelog for my recent AI bug fix. 20160607 19:09:43< gfgtdf> loonycyborg: also i noticed that i can join game that are already destroy by the host and all other players 20160607 19:10:01< gfgtdf> loonycyborg: i really thign soemthing went wrong with wne gameobjects are destroyed/freed 20160607 19:10:18< gfgtdf> loonycyborg: not that you afaik also changed the server to use shared_ptr of games 20160607 19:10:25< gfgtdf> loonycyborg: i think the bug is somehere there 20160607 19:10:39< gfgtdf> destroyed 20160607 19:10:49< gfgtdf> s/destroed/left 20160607 19:11:06< gfgtdf> celticminstrel: s/or/of 20160607 19:11:14< gfgtdf> disk* 20160607 19:14:02< gfgtdf> loonycyborg: but the parsing error seems indeed gone though 20160607 19:15:42< gfgtdf> loonycyborg: s/not that/note that 20160607 19:24:25< loonycyborg> gfgtdf: actually I wonder how that ever would be possible to join a destroyed game 20160607 19:24:57< loonycyborg> they all are kept using shared_ptr in a multi-index record 20160607 19:25:01-!- atarocch_ [~atarocch@88.131.217.34] has joined #wesnoth-dev 20160607 19:25:31< loonycyborg> once there are no more players in that game shared_ptr refcount would be forced to be 0 20160607 19:26:02< gfgtdf> loonycyborg: joun the mp server with 2 cleints: a and b, start a game with client a, quit the game with client a, the game will still be on the list on client b and you can join it succesfully. 20160607 19:26:30< gfgtdf> loonycyborg: maybe the multi index record also hods a shared_pt to theose games itself or something ? 20160607 19:27:23< loonycyborg> it can only if particular record points to that game 20160607 19:28:00-!- atarocch [~atarocch@88.131.217.34] has quit [Ping timeout: 250 seconds] 20160607 19:29:17< loonycyborg> gfgtdf: I think it's related to bug that prevents lobby refresh 20160607 19:29:39< loonycyborg> seems when you quit to titlescreen server thinks you still in game 20160607 19:31:19< gfgtdf> loonycyborg: y seems so 20160607 19:32:03< loonycyborg> If I quit wesnoth altogether instead of titlescreen game disappears 20160607 19:37:25-!- Kwandulin [~Miranda@p200300760F3B06CB79627A629B91D3EC.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 20160607 19:38:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160607 19:49:29< gfgtdf> loonycyborg: hmm right i think this might be my bad. 20160607 19:51:05< gfgtdf> loonycyborg: will try to fix it soon 20160607 19:56:30-!- Nobun [~nobun@5.170.111.235] has quit [Ping timeout: 276 seconds] 20160607 19:57:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160607 20:08:24< irker840> wesnoth: gfgtdf wesnoth:master 722d186fed2b / src/game_initialization/multiplayer.cpp: fix client not sending [leave_game] https://github.com/wesnoth/wesnoth/commit/722d186fed2bc4a34732b7865186d558fda92745 20160607 20:08:30< gfgtdf> loonycyborg: ^ untested though 20160607 20:09:10< gfgtdf> loonycyborg: will tet later 20160607 20:09:12< gfgtdf> test 20160607 20:13:27-!- gfgtdf [~chatzilla@x4e368122.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20160607 20:38:07-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160607 20:38:58-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160607 20:42:56< loonycyborg> Didn't someone have a plan to implement a wml parser with boost.spirit? 20160607 20:43:03-!- edgrey [~edgrey@178.204.169.141] has quit [Ping timeout: 264 seconds] 20160607 20:49:29< lipkab> Good luck with that. 20160607 20:52:04< loonycyborg> I might actually look into that one day myself 20160607 20:52:12< loonycyborg> because spirit is crazy awesome 20160607 21:00:14< lipkab> I could never really grasp the awesomeness of spirit... parser generators are cool, but we have bison and it won't spit thousand line error messages in your face for every typo you make. 20160607 21:01:20< lipkab> It lacks the wow-factor of being written in a meta-language, but that's quite a meager advantage to me. 20160607 21:07:36-!- prkc_ [~prkc@46.166.188.238] has quit [Ping timeout: 246 seconds] 20160607 21:09:56< loonycyborg> bison is external code generation tool and I kinda dislike those 20160607 21:22:26-!- prkc_ [~prkc@catv-80-98-246-78.catv.broadband.hu] has joined #wesnoth-dev 20160607 21:22:33-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20160607 21:31:44< Aginor> 'sup 20160607 21:32:07-!- lipkab [~the_new_l@host-91-147-210-58.biatv.hu] has quit [Quit: Leaving] 20160607 21:34:40< loonycyborg> gfgtdf: yup,the issue with leaving game is fixed 20160607 21:34:57< loonycyborg> hi aginor :P 20160607 21:35:36< Aginor> hi loonycyborg 20160607 22:05:09-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160607 22:11:44-!- gfgtdf [~chatzilla@x4e368122.dyn.telefonica.de] has joined #wesnoth-dev 20160607 22:12:10< gfgtdf> in 1.12 you can evalualte forumlas and varaible substitution with tovconfig 20160607 22:13:07< gfgtdf> if you want to sort things , note that luas table.sort is not stable with an undefined was to order same keys 20160607 22:13:28< gfgtdf> which makes it unsuitable for in wesnoths since it migth casue OOS 20160607 22:13:35< gfgtdf> hmm wrong channel 20160607 22:16:18< irker840> wesnoth: sigurdfdragon wesnoth:master a199eec22eaa / data/tools/wmllint: wmllint: add missing instructions for "#wmllint: skip-side". https://github.com/wesnoth/wesnoth/commit/a199eec22eaa405965dfda7319e5c6ff913fa54f 20160607 22:16:20< irker840> wesnoth: Celtic Minstrel wesnoth:master 72572948942e / data/tools/wmllint: Merge pull request #667 from sigurdfdragon/wmllint_comment_fix https://github.com/wesnoth/wesnoth/commit/72572948942eb06e169f6585f17e5e4582a8e1a9 20160607 22:18:06-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 22:23:40-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160607 22:24:46-!- prkc_ [~prkc@catv-80-98-246-78.catv.broadband.hu] has quit [Ping timeout: 252 seconds] 20160607 22:28:29-!- Duthlet [~Duthlet@pD9FCBE3B.dip0.t-ipconnect.de] has quit [Quit: Lost terminal] 20160607 22:29:15-!- gfgtdf [~chatzilla@x4e368122.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 46.0.1/20160502172042]] 20160607 22:49:20-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160607 23:00:16-!- mjs-de [~mjs-de@x4e318e1a.dyn.telefonica.de] has quit [Remote host closed the connection] 20160607 23:02:55-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160607 23:24:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160607 23:27:49-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160607 23:29:18-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20160607 23:31:12-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Client Quit] 20160607 23:32:47-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160607 23:37:42-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160607 23:57:23-!- atarocch_ [~atarocch@88.131.217.34] has quit [Remote host closed the connection] --- Log closed Wed Jun 08 00:00:01 2016