--- Log opened Sun Jun 05 00:00:01 2016 20160605 00:01:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160605 00:01:26-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20160605 00:03:53-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160605 00:09:27-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has quit [Ping timeout: 276 seconds] 20160605 00:34:09-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160605 01:13:17-!- Appleman1234 [~Appleman1@KD036012046230.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160605 01:27:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160605 01:27:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20160605 01:35:15-!- Appleman1234 [~Appleman1@KD036012047251.au-net.ne.jp] has joined #wesnoth 20160605 01:44:14-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has joined #wesnoth 20160605 01:55:54-!- mystic_x [~X@unaffiliated/mysticx] has quit [Ping timeout: 272 seconds] 20160605 02:07:37-!- ArneBab [~quassel@55d47dbc.access.ecotel.net] has joined #wesnoth 20160605 02:11:42-!- ArneBab_ [~quassel@55d451e5.access.ecotel.net] has quit [Ping timeout: 246 seconds] 20160605 02:12:24-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160605 03:05:36-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has quit [Ping timeout: 276 seconds] 20160605 03:47:09-!- enchi [enchilado@defocus/yummy/enchilado] has quit [Ping timeout: 260 seconds] 20160605 04:02:26-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160605 04:08:58-!- enchi [enchilado@gateway/shell/blinkenshell.org/x-cgnhvfiumfnveeoo] has joined #wesnoth 20160605 04:16:25-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has joined #wesnoth 20160605 04:21:43-!- enchi [enchilado@gateway/shell/blinkenshell.org/x-cgnhvfiumfnveeoo] has quit [Changing host] 20160605 04:21:43-!- enchi [enchilado@defocus/yummy/enchilado] has joined #wesnoth 20160605 04:33:25-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160605 04:33:32-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has joined #wesnoth 20160605 04:35:20-!- ugudu [70865267@gateway/web/freenode/ip.112.134.82.103] has joined #wesnoth 20160605 04:37:50< ugudu> If I see some line of code for which I cannot understand how it maps to the functionality, can I ask it here? 20160605 04:38:32< ugudu> For example, there is the following logic which enables/disables the observers checkbox when creating an mp game 20160605 04:38:35< ugudu> observers_game_.enable(state_.classification().campaign_type != game_classification::CAMPAIGN_TYPE::SCENARIO); 20160605 04:43:00-!- ugudu [70865267@gateway/web/freenode/ip.112.134.82.103] has quit [Ping timeout: 250 seconds] 20160605 04:44:00-!- ugudu [70865267@gateway/web/freenode/ip.112.134.82.103] has joined #wesnoth 20160605 04:48:00-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160605 04:51:49< ugudu> sorry above question should have gone to wesnoth dev 20160605 04:54:19-!- ugudu [70865267@gateway/web/freenode/ip.112.134.82.103] has quit [Quit: Page closed] 20160605 04:56:08-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160605 04:59:50-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160605 05:07:30-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160605 05:08:15-!- oldlaptop [~quassel@50-107-104-24.adr02.mskg.mi.frontiernet.net] has quit [Ping timeout: 264 seconds] 20160605 05:08:19-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160605 05:15:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160605 05:36:30-!- Kwandulin [~Miranda@p200300760F3B06A66DF1061B2FDA2042.dip0.t-ipconnect.de] has joined #wesnoth 20160605 05:41:01-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160605 05:43:26-!- Appleman1234 [~Appleman1@KD036012047251.au-net.ne.jp] has quit [Ping timeout: 250 seconds] 20160605 06:36:08-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160605 06:37:23-!- demok [~okan@85.98.90.102] has joined #wesnoth 20160605 06:42:13-!- demok [~okan@85.98.90.102] has quit [Remote host closed the connection] 20160605 07:39:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160605 07:44:26-!- Kwandulin [~Miranda@p200300760F3B06A66DF1061B2FDA2042.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160605 07:51:40-!- kalfat [~kalfat@pc7-236.btk.net.pl] has joined #wesnoth 20160605 07:56:47-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160605 08:00:47-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160605 08:07:13-!- Appleman1234 [~Appleman1@KD036012038239.au-net.ne.jp] has joined #wesnoth 20160605 08:09:12-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 244 seconds] 20160605 08:48:39-!- Kwandulin [~Miranda@p200300760F3B06A608917B2C2D68FC2D.dip0.t-ipconnect.de] has joined #wesnoth 20160605 09:11:57-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160605 09:19:11-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160605 09:34:06-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160605 09:35:03-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has joined #wesnoth 20160605 10:52:37-!- PjotrOrial_ [~quassel@quassel.woboq.com] has joined #wesnoth 20160605 10:53:14-!- Soliton [~Soliton@wesnoth/developer/soliton] has quit [Disconnected by services] 20160605 10:53:24-!- Soliton_ [~Soliton@wesnoth/developer/soliton] has joined #wesnoth 20160605 10:53:30-!- Soliton_ is now known as Soliton 20160605 10:53:37-!- Appleman1234 [~Appleman1@KD036012038239.au-net.ne.jp] has quit [Ping timeout: 260 seconds] 20160605 10:53:37-!- PjotrOrial [~quassel@unaffiliated/pjotrorial] has quit [Ping timeout: 260 seconds] 20160605 11:07:14-!- Abojeg [~Gejoba@unaffiliated/gejoba] has joined #wesnoth 20160605 11:10:52-!- Abojeg is now known as GejobaT 20160605 11:32:15-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has quit [Ping timeout: 264 seconds] 20160605 11:46:23-!- GejobaT is now known as Tabojeg 20160605 11:53:50-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has quit [Quit: Leaving] 20160605 12:00:21-!- Appleman1234 [~Appleman1@KD036012038239.au-net.ne.jp] has joined #wesnoth 20160605 12:11:46-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has joined #wesnoth 20160605 12:12:15-!- ugudu [708650a0@gateway/web/freenode/ip.112.134.80.160] has joined #wesnoth 20160605 12:12:20-!- Bonobo [~Bonobo@2001:44b8:254:3200:65f2:22c1:423e:15da] has joined #wesnoth 20160605 12:31:50-!- Kwandulin [~Miranda@p200300760F3B06A608917B2C2D68FC2D.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160605 12:51:17-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has joined #wesnoth 20160605 13:16:46< ugudu> I'm trying to understand the following line of code in multiplayer_configure.cpp 20160605 13:16:59< ugudu> observers_game_.enable(state_.classification().campaign_type != game_classification::CAMPAIGN_TYPE::SCENARIO); 20160605 13:17:38< ugudu> can someone tell me when that condition evaluates to true? I mean in what UI flow? 20160605 13:18:18< ugudu> And what UI flow to make it false? 20160605 13:21:31-!- Kwandulin [~Miranda@p200300760F3B06A6FC19D0243FF654A7.dip0.t-ipconnect.de] has joined #wesnoth 20160605 13:22:23< DeFender1031> ugudu, did you mean to ask in wesnoth dev? 20160605 13:22:37< ugudu> oops yes :) 20160605 13:22:47< ugudu> sorry 20160605 13:23:04< DeFender1031> eh, no biggie. 20160605 13:23:20-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has quit [Ping timeout: 244 seconds] 20160605 13:27:20-!- ugudu [708650a0@gateway/web/freenode/ip.112.134.80.160] has quit [Ping timeout: 250 seconds] 20160605 13:28:13-!- prophile [~alynn@oftn/oswg-member/prophile] has quit [Read error: Connection reset by peer] 20160605 13:28:50-!- prophile [~alynn@oftn/oswg-member/prophile] has joined #wesnoth 20160605 13:39:54-!- ancestral [~ancestral@67-4-254-184.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160605 13:49:40-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has 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16:15:09-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160605 16:18:52-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has joined #wesnoth 20160605 16:51:12-!- Bonobo [~Bonobo@2001:44b8:254:3200:65f2:22c1:423e:15da] has quit [Quit: Leaving] 20160605 17:12:42-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth 20160605 17:30:41-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has quit [Ping timeout: 240 seconds] 20160605 17:38:39-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has joined #wesnoth 20160605 17:47:43-!- Kwandulin [~Miranda@p200300760F3B06A6F130AF42EDA170DE.dip0.t-ipconnect.de] has joined #wesnoth 20160605 18:17:18-!- kalfat [~kalfat@pc7-236.btk.net.pl] has quit [Quit: Leaving] 20160605 18:35:45-!- prkc [~prkc@46.166.137.243] has quit [Ping timeout: 244 seconds] 20160605 18:36:34-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160605 18:40:44-!- Tabojeg [~Gejoba@unaffiliated/gejoba] has joined #wesnoth 20160605 18:41:56-!- Gejoba [~gejoba@unaffiliated/gejoba] has quit [Remote host closed the connection] 20160605 18:51:14-!- prkc [~prkc@catv-80-98-246-78.catv.broadband.hu] has joined #wesnoth 20160605 19:10:44< DeFender1031> is there a way to modify a unit such as to hide its overlays (health bar, xp bar, that orb thingy that indicates whether it has/can move or not, etc.) 20160605 19:18:08-!- prkc_ [~prkc@46.166.188.238] has joined #wesnoth 20160605 19:20:50-!- prophile [~alynn@oftn/oswg-member/prophile] has quit [Read error: Connection reset by peer] 20160605 19:21:21-!- prkc [~prkc@catv-80-98-246-78.catv.broadband.hu] has quit [Ping timeout: 240 seconds] 20160605 19:21:27-!- prophile [~alynn@oftn/oswg-member/prophile] has joined #wesnoth 20160605 19:28:59-!- prophile [~alynn@oftn/oswg-member/prophile] has quit [Read error: Connection reset by peer] 20160605 19:29:38-!- prophile [~alynn@oftn/oswg-member/prophile] has joined #wesnoth 20160605 19:37:01-!- Kwandulin [~Miranda@p200300760F3B06A6F130AF42EDA170DE.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160605 20:11:03-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has quit [Ping timeout: 240 seconds] 20160605 20:12:24-!- Tabojeg [~Gejoba@unaffiliated/gejoba] has quit [Remote host closed the connection] 20160605 20:27:32-!- Gejoba [~gejoba@unaffiliated/gejoba] has joined #wesnoth 20160605 20:38:34< celticminstrel> DeFender1031: I'm not sure how, but I suspect this may be possible. At least, I think there's a way to hide them dyring animations. 20160605 20:38:59< celticminstrel> ^during 20160605 20:40:12< DeFender1031> celticminstrel, yeah, if you trigger the animation from an event, you can specify whether they show during an animation, but there's no way in general. However, i think i found a solution, as the unit in question has no image of any kind (it's a weird pseudo-unit), i can probably get away with using [hide_unit] during the times I want the bars hidden as well. 20160605 20:40:44< celticminstrel> Ah. 20160605 20:41:21< DeFender1031> that is, if I can figure out how to ensure that any unit of this kind gets that called on it when it first appears without using the new 1.13.3 unit_placed event... 20160605 20:41:53< celticminstrel> When does it first appear? 20160605 20:42:19< celticminstrel> Is it always placed by an event? 20160605 20:42:34< DeFender1031> in case you're wondering, i'm making a scenario where you're in a building which is under siege, and the walls have health, and you lose if a certain number are destroyed, etc. So i'm creating a "wall" pseudo-unit, but i'd prefer that the health bar only be shown for damaged walls so as not to be distracting. 20160605 20:43:03< celticminstrel> Makes sense. 20160605 20:43:08< DeFender1031> well, i could just do it in preload, but i was hoping to create the pseudo-unit independently in a manner which it could be re-used in any context. 20160605 20:43:30< celticminstrel> It might be possible to emulate the unit_placed event in 1.12... 20160605 20:43:44< DeFender1031> so that was actually going to be my next question :P 20160605 20:44:54< DeFender1031> i was just about to come back here and ask, literally, "is there a way to emulate the unit_placed event pre-1.13.3?" when you replied. 20160605 20:45:21< DeFender1031> i'm not sure there is, as i don't see quite enough other events to cover all the cases it covers. 20160605 20:45:26< celticminstrel> If you were going to do that, I'd create an actual unit_placed event, then add recruit/recall/etc events that call it (if you need them) and mod the Lua unit placement function (and/or the [unit] tag) to call the event as well. 20160605 20:45:31< DeFender1031> though, there's a different, more resource intensive way 20160605 20:45:51< DeFender1031> ah, i'm not versed in lua stuff... 20160605 20:46:17< celticminstrel> Using Lua you can replace any existing WML tag with your own implementation, or you can extend the implementation with your own extras. 20160605 20:46:39< DeFender1031> the other way i have is to attach an event to pretty much everything that loops through all existing walls and checks their health. If full, hides them, and if not, unhides them. 20160605 20:46:41< celticminstrel> I'm not entirely sure if that would be equivalent to the unit_placed event, but it should be able to at least get close to it. 20160605 20:47:08< DeFender1031> wow... that's... intense. 20160605 20:47:21< DeFender1031> can one create their own new tags with lua? 20160605 20:47:41< celticminstrel> Yes. In fact many of the tags are already implemented that way. 20160605 20:47:56< DeFender1031> I would assume one can also add attributes to existing tags, or modify the behavior or existing attributes. 20160605 20:48:02< DeFender1031> hmm 20160605 20:48:06< celticminstrel> If I recall, [unit] is one of the ones that's still C++. 20160605 20:48:29< DeFender1031> so then yeah, as long as i add a lua handle for every tag that could potentially place a unit, i dhould be able to cover it. 20160605 20:48:46< celticminstrel> You wouldn't even need to cover every tag that could place a unit. 20160605 20:48:49< DeFender1031> though, that would require me to teach myself lua and learn wesnoth's lua apis. 20160605 20:48:59< celticminstrel> Only ones implemented in C++. 20160605 20:49:12< DeFender1031> why's that? 20160605 20:49:15< celticminstrel> The rest could be covered by extending the Lua API function that places a unit. 20160605 20:49:25< DeFender1031> oh 20160605 20:49:27< DeFender1031> interesting 20160605 20:49:32< celticminstrel> Because, all WML tags implemented in Lua will have to call that anyway in order to place a unit. 20160605 20:49:45< DeFender1031> though, that would require me to know which tags use the lua function and which ones are in C++ 20160605 20:49:58 * celticminstrel hasn't actually tried that sort of thing, but as I recall the "wesnoth" table is an ordinary table and not a userdata, so there's no reason why it wouldn't work. 20160605 20:50:08< celticminstrel> Yeah, that would require you to know that. 20160605 20:50:20< DeFender1031> interesting... 20160605 20:51:07< celticminstrel> In 1.12, most WML tags are implemented in the file "data/lua/wml-tags.lua" within the Wesnoth resource folder. 20160605 20:51:10< DeFender1031> i'll keep it in mind. for my first version, i'll probably just implement it either as the resource-intensive hack i mentioned above or just special-case it for the specific context of this specific scenario and worry about making it generic later. 20160605 20:51:26< celticminstrel> One or two are in "data/lua/wml/" in separate files. 20160605 20:51:56< DeFender1031> btw, what do you think of the actual scenario idea? 20160605 20:52:04< celticminstrel> Any WML tag not included there is implemented in C++, though in 1.12 I think there's at least one C++ tag that's included in wml-tags.lua.. 20160605 20:52:20< celticminstrel> It sounds like an interesting idea. 20160605 20:52:44< DeFender1031> why would something implemented in C++ also be in the lua? Half in C++ and the lua extends it or is it just old code? 20160605 20:53:30< celticminstrel> The former. 20160605 20:53:48< celticminstrel> [message] was written in C++, but someone also extended it in Lua to add one or two additional features. 20160605 20:56:35< DeFender1031> oh, btw, i've been meaning to ask. Save files. If i generate a save file in my campaign and then i change something in the campaign, what changes will show up when the save file is loaded and what stuff will still be the way it was before the change? Also what kinds of changes would cause replays to desync? I basically ask because I'm getting to the point where I think I have enough going for me to at least put out a teaser for my campaign 20160605 20:56:37< DeFender1031> consisting of the first few scenarios, but i'd like people to be able to continue from whatever save they generate in the teaser once the full thing is complete, so I need to make sure that I finalize anything that will cause save or replay desyncing. 20160605 21:00:07< DeFender1031> Actually... Is there a page on this somewhere? If there isn't, I feel like there should be... 20160605 21:02:18< celticminstrel> I don't know of any changes that will show up if you reload a save file. 20160605 21:02:33< celticminstrel> Unless the save file is one of the auto-saves made just before you start the scenario. 20160605 21:03:10< DeFender1031> so the entire code for all previous and subsequent scenarios in the campaign is copied into save files? 20160605 21:03:28< celticminstrel> No, only the current scenario. 20160605 21:03:40< celticminstrel> Changes made to later scenarios would show up if you reload a save. 20160605 21:03:40< DeFender1031> hmm 20160605 21:03:54-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has joined #wesnoth 20160605 21:04:01< celticminstrel> Sorry, I was assuming the scope of a single scenario, not a whole campaign. 20160605 21:04:48< DeFender1031> though, the "next_scenario" attribute would end up in the save also, and if that's "null" one day and "The_Adventure_Continues" the next day, that save would still act like you reached the end when you may not have... 20160605 21:05:22< DeFender1031> it's fine. My question was basically to try to figure out what scope anything involved in saves is, so we got there in the end. 20160605 21:05:25< celticminstrel> Yeah. Unless you reloaded the start-of-scenario save which stores only the ID of the scenario to be started, not a snapshot of it. 20160605 21:05:33< DeFender1031> hmm 20160605 21:06:28< DeFender1031> well, i could always have the final scenario be some "coming soon" message which immediately ends itself and doesn't allow for a save so that when the full version is out, loading that same save will give you the correct next scenario... 20160605 21:07:10< DeFender1031> it just means that i need to finalize on anything that gets carried over from earlier scenarios to later ones before i put out a teaser. 20160605 21:07:26< celticminstrel> Provided the ID of the real scenario is the same as the ID of the "coming soon" scenario, that sounds like a workable thing. 20160605 21:08:30< DeFender1031> right, obviously 20160605 21:09:49< DeFender1031> or, if it's not, i could add a dummy scenario with the same ID as the "coming soon" to the final version which all it does is immediately forwards you to the one with the correct ID... 20160605 21:10:29< DeFender1031> that's just be an immediate victory in the prestart with 100% carryover and nothing else special. 20160605 21:10:40< DeFender1031> or it could be a cute "welcome back" easter egg :P 20160605 21:11:16< DeFender1031> anyway, as usual, thanks for the help today. I'm falling off my face. Gotta hit the sack. 20160605 21:11:43< DeFender1031> gnight. 20160605 21:11:59< DeFender1031> (or afternoon... morning, whatever it is in your part of the world.) 20160605 21:12:05< celticminstrel> Yes, that would work too I guess... 20160605 21:14:15< vultraz> I wanted to implement a tag to hide all unit overlays 20160605 21:14:19< vultraz> never got around to it 20160605 21:14:30< vultraz> since i could never find the relevant code 20160605 21:18:02-!- claymore2 [~hexchat@host86-165-240-55.range86-165.btcentralplus.com] has quit [Quit: Leaving] 20160605 21:35:55-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 260 seconds] 20160605 21:44:37-!- demok [~okan@85.101.177.136] has joined #wesnoth 20160605 21:55:49-!- mystic_x [~X@unaffiliated/mysticx] has joined #wesnoth 20160605 22:03:35-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160605 22:43:57-!- mystic_x [~X@unaffiliated/mysticx] has quit [Quit: Leaving.] 20160605 22:47:58-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Haldrik] 20160605 22:58:45-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20160605 23:55:18-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:55:22-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:55:41-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:55:42-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:56:02-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:56:03-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:56:22-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:56:26-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:57:05-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:57:06-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:57:44-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:57:57-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:58:16-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:58:27-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:58:38-!- RatArmy [~RatArmy@om126229092144.12.openmobile.ne.jp] has joined #wesnoth 20160605 23:58:40-!- wario [~wario_@unaffiliated/wario] has quit [Ping timeout: 244 seconds] 20160605 23:58:47-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:58:48-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:59:07-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:59:18-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160605 23:59:37-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160605 23:59:49-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] --- Log closed Mon Jun 06 00:00:03 2016