--- Log opened Sun Jul 10 00:00:28 2016 20160710 00:06:45-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160710 00:09:06< vultraz> what do you doubt? 20160710 00:09:31< celmin> That it would be the next game in a Wesnoth franchise, 20160710 00:09:54< vultraz> well, we're planning a new story set in the wesnoth universe 20160710 00:09:56< vultraz> so 20160710 00:11:57< celmin> Since when? 20160710 00:12:09< vultraz> since recently 20160710 00:12:14< celmin> Also, who's "we"? 20160710 00:12:22< vultraz> dave and I 20160710 00:12:40< vultraz> still need to draft some ideas, though 20160710 00:12:54< celmin> Also, what's wrong with doing that as a Wesnoth campaign? 20160710 00:13:08< vultraz> new engine 20160710 00:13:09< celmin> Unless it's supposed to be a different genre, like an RPG. 20160710 00:13:24< celmin> There's little point in making a new engine. 20160710 00:13:30< celmin> ^otherwie 20160710 00:13:31< celmin> ^s 20160710 00:13:41< vultraz> it uses anura 20160710 00:13:57< vultraz> I showed you this months ago: https://github.com/anura-engine/wesnoth2 20160710 00:14:05-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has joined #wesnoth-dev 20160710 00:14:06< travis-ci> wesnoth/wesnoth#9718 (spirit_po - dc26736 : Celtic Minstrel): The build has errored. 20160710 00:14:06< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/143629190 20160710 00:14:06-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160710 00:14:08< vultraz> remember? 20160710 00:14:17< celmin> I know you did, and it doesn't impress me any more now than it did then. 20160710 00:14:39< celmin> (BTW, didn't you just say a couple of hours ago that you'd given up on pushing for a Wesnoth 2?) 20160710 00:14:58< vultraz> *as a replacement* 20160710 00:15:31< celmin> Well, I suppose that's a slight improvement, but there's not really much point even if it's a clone. 20160710 00:15:40< vultraz> it's not a clone 20160710 00:16:00< vultraz> didn't you notice there's mana in the screenshot? 20160710 00:16:02< vultraz> https://github.com/anura-engine/wesnoth2/wiki/Design-Document 20160710 00:16:15< vultraz> new game, new gameplay, new story 20160710 00:16:55< celmin> Hmm. 20160710 00:17:08< celmin> Well, I suppose it's an improvement. 20160710 00:17:49< celmin> Though there's not really any need to link it into the Wesnoth universe. (On the other hand, there's no particular reason not to either.) 20160710 00:18:07< celmin> Why the heck are races used as spell types? That doesn't make any sense. 20160710 00:18:27< celmin> I hope the spells aren't all summoning spells. 20160710 00:18:39< vultraz> No 20160710 00:18:42< celmin> Oh, that's covered three lines down. 20160710 00:18:47< celmin> Or five lines or whatever. 20160710 00:19:01< celmin> Even so, your example of a summoning spell sounds stupid. 20160710 00:19:12< celmin> Generally, summoning spells are supposed to summon monsters, not people. 20160710 00:19:29< vultraz> I didn't write that doc, for the record. 20160710 00:19:31< vultraz> Dave did. 20160710 00:19:34< celmin> Fair enough. 20160710 00:19:59< celmin> Well, it's justifiable, I guess. 20160710 00:20:13< vultraz> he also came up with most of the mechanics. I, however, am making sure the designs don't get too complicated. 20160710 00:20:18< celmin> Imagine your troops are all in a keep somewhere and you're teleporting them from there. 20160710 00:20:36< celmin> Though that doesn't explain why higher-level units are harder to summon. 20160710 00:21:18< vultraz> haven't gotten around to implementing levels yet 20160710 00:21:29< celmin> Attack spells are more powerful than a spell. 20160710 00:21:37< celmin> According to the doc. 20160710 00:21:48< vultraz> Yesd 20160710 00:21:55< celmin> That doesn't make any sense. 20160710 00:22:05< celmin> It's saying it's more powerful than itself. 20160710 00:22:06< vultraz> see screenshot for an example of an attack spell 20160710 00:22:23< celmin> That's not the point here. 20160710 00:22:45< vultraz> attack spell = attack that uses mana 20160710 00:22:47< vultraz> basically 20160710 00:23:03< celmin> Um, maybe you should read what I posted again. 20160710 00:23:12< celmin> Or actually, I'll post it again to make it easy for you. 20160710 00:23:27< celmin> Attack spells are more powerful than a spell. 20160710 00:23:43 * celmin hopes the formatting goes through. 20160710 00:24:14< vultraz> ah 20160710 00:24:21< vultraz> well, it means... non-attack spells 20160710 00:24:36< celmin> So, the other three types listed? 20160710 00:25:31< vultraz> mostly Invocations 20160710 00:51:00-!- gfgtdf [~chatzilla@x4e36a4e9.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 47.0/20160604131506]] 20160710 01:07:08-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160710 01:19:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160710 01:20:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160710 01:41:36-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has quit [Ping timeout: 246 seconds] 20160710 01:43:26-!- Appleman1234 [~Appleman1@KD036012042157.au-net.ne.jp] has joined #wesnoth-dev 20160710 01:57:47-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160710 02:04:02-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160710 02:23:52-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160710 02:26:14< tad_> When I use scons build=debug it gets up to linking wesnoth and terminates with a bazillion undefined references. Looks like most (all?) are gui2 .. I had no problems doing a release build. 20160710 02:32:01-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160710 02:41:08-!- trewe [~trewe@bl20-21-193.dsl.telepac.pt] has quit [Quit: quit] 20160710 02:50:05-!- irker814 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160710 02:56:41-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has joined #wesnoth-dev 20160710 03:01:33-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160710 03:06:51-!- JyrkiVesterinen [~JyrkiVest@87-100-178-141.bb.dnainternet.fi] has joined #wesnoth-dev 20160710 03:24:34-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160710 03:35:33-!- midzer_ [~quassel@p5B2964B5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160710 03:36:03-!- midzer [~quassel@p5B296A11.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20160710 03:51:12-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has quit [Ping timeout: 272 seconds] 20160710 03:57:36-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160710 04:22:59-!- midzer_ is now known as midzer 20160710 04:26:17-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Read error: Connection reset by peer] 20160710 04:30:50-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160710 04:33:09-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160710 04:35:17< tad_> How do I do a debug build? I can build release with both scons and cmake. When I try with scons it errors on missing gui2 symbols. I tried to tell ccmake to do a debug build, but it built a release build instead. 20160710 04:36:25< Aginor> this is what I run in a subdirectory: cmake .. -DCMAKE_BUILD_TYPE=Debug -DENABLE_STRICT_COMPILATION=TRUE 20160710 04:36:57< Aginor> beware that head of master doesn't compile with strict mode at the moment 20160710 04:37:11< Aginor> https://travis-ci.org/wesnoth/wesnoth/builds 20160710 04:37:40< tad_> OK. Well, the head of master is also codedumping when I load scenario files. 20160710 04:39:09< tad_> I was asked for a stack trace but release doesn't give one. And I can't seem to build a debug build. Will head build with strict = false? 20160710 04:42:08-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160710 04:42:10< tad_> Oh .. I was looking for wesnoth-debug. OK .. here's the stack trace from the crash when loading a scenario file. 20160710 04:43:43< tad_> Or maybe not. 20160710 04:44:02-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has joined #wesnoth-dev 20160710 04:44:37< tad_> Thread 1 "wesnoth" received signal SIGSEGV, Segmentation fault. 0x0000000002018440 in events::pump () at /home/lundberg/wesnoth-dev/wesnoth/src/events.cpp:478 478 (*i1)->handle_event(event); 20160710 04:44:40-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth-dev 20160710 04:47:18< tad_> hread 1 "wesnoth" received signal SIGSEGV, Segmentation fault. 0x0000000002018440 in events::pump () at /home/lundberg/wesnoth-dev/wesnoth/src/events.cpp:478 478 (*i1)->handle_event(event); (gdb) backtrace #0 0x0000000002018440 in events::pump () at /home/lundberg/wesnoth-dev/wesnoth/src/events.cpp:478 #1 0x0000000001ddcc34 in storyscreen::part_ui::handle_interface (this=0x2f4c210) at /home/lundberg/wesnoth-dev/wesnoth/src 20160710 04:53:53-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160710 04:59:59-!- Netsplit *.net <-> *.split quits: hk238, Ivanovic, aidanhs, enchi, kidneb, Greywhind, EliDupree, Jetrel, vincent_c, Samual, (+2 more, use /NETSPLIT to show all of them) 20160710 05:02:56-!- Kwandulin [~Miranda@p200300760F2D81D32D3308D33C548964.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160710 05:28:52-!- Netsplit over, joins: hk238 20160710 05:34:40-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160710 06:26:19-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160710 06:32:41< Aginor> hmm 20160710 06:33:04< Aginor> that could be something I caused 20160710 06:33:27< Aginor> has anyone else experienced issues like that? 20160710 06:43:14< Aginor> bah, I have to uninstall the proprietary nvidia drivers to be able to compile wesnoth 20160710 06:43:31< Aginor> it's an upstream issue that has hit lots of other projects too according to google 20160710 06:47:37< Aginor> aaaaand I cannot reproduce :/ 20160710 06:48:32-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has quit [Ping timeout: 272 seconds] 20160710 06:54:00-!- molt [~molt@dynamic-213-198-235-143.adsl.eunet.rs] has joined #wesnoth-dev 20160710 07:31:02-!- molt [~molt@dynamic-213-198-235-143.adsl.eunet.rs] has quit [Quit: Leaving] 20160710 07:35:59-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has joined #wesnoth-dev 20160710 07:37:28-!- Nobun [~nobun@5.170.107.243] has joined #wesnoth-dev 20160710 07:53:01-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has quit [Quit: Konversation terminated!] 20160710 07:56:11-!- Nobun [~nobun@5.170.107.243] has quit [Ping timeout: 258 seconds] 20160710 07:56:17-!- Nobun1 [~nobun@5.170.112.130] has joined #wesnoth-dev 20160710 07:57:34-!- Nobun2 [~nobun@5.170.112.141] has joined #wesnoth-dev 20160710 07:57:38-!- Nobun2 is now known as Nobun 20160710 07:58:28-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160710 08:01:03-!- Nobun1 [~nobun@5.170.112.130] has quit [Ping timeout: 240 seconds] 20160710 08:44:05< zookeeper> vultraz, so what was the teleport bug? 20160710 08:44:25< vultraz> eh? 20160710 08:44:26< zookeeper> because what i see with an over a week old build is that [teleport] fails, and the rest of the event is skipped 20160710 08:44:40< vultraz> I fixed that 20160710 08:44:53< vultraz> whoever ported the tag to lua didn't do it right 20160710 08:45:14< vultraz> they made some typos and didn't register the tag in the table. 20160710 08:45:17< zookeeper> how is that possible when obviously that kind of thing gets tested? 20160710 08:45:19< vultraz> on the c++ side 20160710 08:46:34< vultraz> this isn't the first case of bad lua causing problems recently 20160710 08:47:57< zookeeper> what does any of this have to do with skipping the rest of the event, anyway? because that's a huge problem in itself if that's a thing 20160710 08:49:31< zookeeper> should go without saying that if a single tag fails for whatever reason, it should just skip it and continue normally 20160710 08:50:45< vultraz> eh? 20160710 08:50:48< vultraz> ...huh 20160710 08:50:51< vultraz> no idea 20160710 08:53:57-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has joined #wesnoth-dev 20160710 08:53:57-!- Greywhind [~Greywhind@c-71-232-29-126.hsd1.ma.comcast.net] has joined #wesnoth-dev 20160710 08:54:07-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160710 08:54:07-!- midzer [~quassel@p5B2964B5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160710 08:54:07-!- Samual [~Samual@xonotic/core-team/Samual] has joined #wesnoth-dev 20160710 08:54:07-!- enchi [enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20160710 08:54:07-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20160710 08:54:07-!- EliDupree [~quassel@idupree.com] has joined #wesnoth-dev 20160710 08:54:07-!- vincent_c [~bip@vcheng.org] has joined #wesnoth-dev 20160710 08:54:07-!- kidneb [~kidneb@not.allthetime.xyz] has joined #wesnoth-dev 20160710 08:54:07-!- aidanhs [~aidanhs@2a00:d880:6:1ad::8e27] has joined #wesnoth-dev 20160710 08:54:59< vultraz> let's just be happy it works now 20160710 08:56:02< zookeeper> it would if i could compile :p 20160710 08:58:09< vultraz> eh? 20160710 08:58:20< vultraz> you can't build? 20160710 09:13:15< zookeeper> Elvish_Hunter, why did you make [role] print out that "No matching units found in [role]" thing? 20160710 09:13:27< Aginor> so has anyone else seen any crashes? tad_'s report from earlier has me a bit worried, but I would like to know more info as I can't seem to reproduce myself 20160710 09:16:14< vultraz> Aginor: I haven ot 20160710 09:21:58< vultraz> zookeeper: if you were to introduce a conditional and a fallback action subtag to [role], what would you call them? [if] and [else]? [condition] and [else]? [condition] and [on_fail]? [if] and [if_none]? 20160710 09:22:04-!- atarocch [~atarocch@151.64.77.13] has joined #wesnoth-dev 20160710 09:22:54< Aginor> sounds like a discussion about c-style error handlinog vs exception-based error handling 20160710 09:23:05< Aginor> what's the most common approach? 20160710 09:23:06< zookeeper> vultraz, i have no idea 20160710 09:23:20< zookeeper> i wouldn't 20160710 09:23:26< zookeeper> that's what [if] is for 20160710 09:23:39< vultraz> t'is syntax sugar 20160710 09:24:06-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160710 09:24:18< vultraz> Aginor: hm? 20160710 09:26:32< iceiceice> vultraz, too much sugar is a bad thing :p 20160710 09:26:40< iceiceice> especially true in programming languages 20160710 09:26:47< loonycyborg> it causes cancer of semicolon 20160710 09:26:50< iceiceice> hehe 20160710 09:27:00< zookeeper> maybe we should have a syntax sugary [on_fail] in [modify_unit], [store_items] and [heal_unit] too 20160710 09:27:14< iceiceice> i think wesnoth needs lambda functions 20160710 09:27:17< iceiceice> :p 20160710 09:27:45< iceiceice> all the cool programming languages have them now 20160710 09:28:56< Aginor> I second that motion 20160710 09:30:27< loonycyborg> wesnoth already uses C++ lambdas in code 20160710 09:30:54< iceiceice> we could have WML lambdas though too 20160710 09:31:11< iceiceice> ive been thinking for like a minute, i sitll haven't come up with a plausible syntax :p 20160710 09:31:29< iceiceice> i'm convinced that to use it, you should be required to actually type a unicode lambda 20160710 09:32:17< vultraz> Gordon Freeman approves 20160710 09:33:48< Aginor> lambdas are mainstream though 20160710 09:33:54< Aginor> what's the next big thing? 20160710 09:36:37< iceiceice> idk 20160710 09:36:42< iceiceice> someone shold do a "WML" entry in this: 20160710 09:36:43< iceiceice> http://codegolf.stackexchange.com/questions/44680/showcase-your-language-one-vote-at-a-time 20160710 09:37:07< iceiceice> it would be a lot of work though 20160710 09:38:07< iceiceice> code golfing in WML would be so hard 20160710 09:38:24< iceiceice> i guess you have the preprocessor at least 20160710 09:38:39< iceiceice> i would laugh if i saw someone code golfing in wml 20160710 09:39:26-!- atarocch [~atarocch@151.64.77.13] has quit [Remote host closed the connection] 20160710 09:46:54-!- RatArmy [~RatArmy@om126212092126.11.openmobile.ne.jp] has joined #wesnoth-dev 20160710 10:15:45-!- JyrkiVesterinen [~JyrkiVest@87-100-178-141.bb.dnainternet.fi] has quit [Quit: .] 20160710 10:25:42-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160710 10:31:27-!- mjs-de [~mjs-de@x5ce4a43f.dyn.telefonica.de] has joined #wesnoth-dev 20160710 10:43:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160710 11:01:36-!- Duthlet [~Duthlet@dslb-188-106-029-177.188.106.pools.vodafone-ip.de] has joined #wesnoth-dev 20160710 11:05:30-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160710 11:08:51-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20160710 11:08:52-!- wedge010 is now known as wedge009 20160710 11:18:05-!- irker470 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160710 11:18:05< irker470> wesnoth: Jyrki Vesterinen wesnoth:master fa557023531a / src/ (hash.cpp hash.hpp md5.cpp md5.hpp): Modernize the MD5 hash calculation API https://github.com/wesnoth/wesnoth/commit/fa557023531ac3232fe8d1953652a43b8877d4bf 20160710 11:18:05< irker470> wesnoth: gfgtdf wesnoth:master 3f97305ba1a1 / src/ (hash.cpp hash.hpp md5.cpp md5.hpp): Merge pull request #677 from jyrkive/md5-use-std-array https://github.com/wesnoth/wesnoth/commit/3f97305ba1a144d81bc06f4891df1dc073d5d63a 20160710 11:18:46-!- gfgtdf [~chatzilla@x4e36a46e.dyn.telefonica.de] has joined #wesnoth-dev 20160710 11:23:59< loonycyborg> gfgtdf: what was exactly issue with starting wesnothd from game? 20160710 11:24:24< loonycyborg> I tried running two instances of wesnoth and using Host a networked game in both of them 20160710 11:24:54< loonycyborg> and it resulted in both clients logging to same server without any errors 20160710 11:28:24-!- RatArmy [~RatArmy@om126212092126.11.openmobile.ne.jp] has quit [Ping timeout: 276 seconds] 20160710 11:29:48< gfgtdf> loonycyborg: hmm they maybe its a window specific issue ? 20160710 11:29:52< gfgtdf> then* 20160710 11:30:03< loonycyborg> maybe 20160710 11:30:13< loonycyborg> what exactly happens for you if you do this? 20160710 11:31:01< gfgtdf> loonycyborg: 2 wesnothd clientrs start, and sometoimes one of them crashes. 20160710 11:31:09< gfgtdf> loonycyborg: somehow they doenst crash this time 20160710 11:32:59< gfgtdf> loonycyborg: 2 wesnothd servers i meant 20160710 11:39:25< gfgtdf> loonycyborg: ok it seems like it crashes when there is already a wesnoth 1.12 wesnotd running and you start a wesnoth 1.13 wesnothd, this is not really a an important case since 1.12 nd 1.13 wont work together anyways but it'D still better i it didnt crash and just give a nornal error instead. 20160710 11:54:28-!- JyrkiVesterinen [~JyrkiVest@87-100-220-138.bb.dnainternet.fi] has joined #wesnoth-dev 20160710 12:28:24-!- Kwandulin [~Miranda@p200300760F2D81D32D3308D33C548964.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160710 12:43:03-!- RatArmy [~RatArmy@om126212092126.11.openmobile.ne.jp] has joined #wesnoth-dev 20160710 12:50:07-!- Nobun [~nobun@5.170.112.141] has quit [Quit: Salve a tutti] 20160710 12:53:55-!- RatArmy [~RatArmy@om126212092126.11.openmobile.ne.jp] has quit [Quit: Konversation terminated!] 20160710 13:05:19-!- Nobun [~nobun@5.170.112.141] has joined #wesnoth-dev 20160710 13:43:14-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160710 13:44:58-!- markus__ [~mjs-de@x4e3043c0.dyn.telefonica.de] has joined #wesnoth-dev 20160710 13:46:30-!- Kwandulin [~Miranda@p200300760F2D81D3D55FFB51ED174BCF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160710 13:48:47-!- mjs-de [~mjs-de@x5ce4a43f.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20160710 13:51:49-!- Nobun [~nobun@5.170.112.141] has quit [Ping timeout: 250 seconds] 20160710 13:59:55-!- lipkab [~the_new_l@apn-94-44-255-33.vodafone.hu] has joined #wesnoth-dev 20160710 14:02:39-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160710 14:04:03-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20160710 14:04:04-!- wedge010 is now known as wedge009 20160710 14:07:46< irker470> wesnoth: Celtic Minstrel wesnoth:spirit_po 80bcd4deb9b2 / src/tests/utils/game_config_manager.cpp: Fix compile errors in unit tests https://github.com/wesnoth/wesnoth/commit/80bcd4deb9b246c9bd1c485257a2f01a89321d91 20160710 14:12:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20160710 14:13:03-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160710 14:24:35-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160710 14:25:16-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160710 14:38:10-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has joined #wesnoth-dev 20160710 14:38:11< travis-ci> wesnoth/wesnoth#9727 (spirit_po - 80bcd4d : Celtic Minstrel): The build failed. 20160710 14:38:11< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/143711034 20160710 14:38:11-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160710 14:40:26-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20160710 14:40:31-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20160710 14:54:40-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160710 14:54:43< celticminstrel> Why are WML unit tests failing? 20160710 14:55:03-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 264 seconds] 20160710 14:55:38-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth-dev 20160710 14:56:55< celticminstrel> Oh... looks like they aren't really. 20160710 14:58:32< irker470> wesnoth: Celtic Minstrel wesnoth:spirit_po c0e0d4d5f55d / src/gettext_boost.cpp: Suppress "language missing" errors for en_US https://github.com/wesnoth/wesnoth/commit/c0e0d4d5f55d87233a2984770d9d322cde27777c 20160710 15:03:00-!- gfgtdf [~chatzilla@x4e36a46e.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20160710 15:06:18-!- Kwandulin [~Miranda@p200300760F2D81D3D55FFB51ED174BCF.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160710 15:06:22-!- lipkab [~the_new_l@apn-94-44-255-33.vodafone.hu] has quit [Remote host closed the connection] 20160710 15:13:06-!- stikonas_ is now known as stikonas 20160710 15:38:39-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has joined #wesnoth-dev 20160710 15:38:40< travis-ci> wesnoth/wesnoth#9728 (spirit_po - c0e0d4d : Celtic Minstrel): The build is still failing. 20160710 15:38:40< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/143716324 20160710 15:38:40-!- travis-ci [~travis-ci@ec2-54-167-197-164.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160710 15:39:21< celticminstrel> Ah, much better. 20160710 15:40:15< celticminstrel> The last problem appears to be warnings within spirit_po. 20160710 15:40:43-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160710 15:55:52-!- PoignardAzur [~faure_o@163.5.208.200] has joined #wesnoth-dev 20160710 15:55:56< PoignardAzur> Hi 20160710 15:56:14< celticminstrel> Hi. 20160710 15:56:15< PoignardAzur> Quick question about git 20160710 15:56:33< PoignardAzur> I cloned the master branch of the repo 20160710 15:56:55< PoignardAzur> How do I create a local branch that follows the 1.12 branch of the wesnoth remote? 20160710 15:57:22< celticminstrel> This should work: git branch branch_name_here origin/1.12 20160710 15:57:39< celticminstrel> Or replace "git branch" with "git checkout -b" to switch to it at the same time. 20160710 15:58:50< PoignardAzur> It says 'origin/1.12' isn't a valid object name 20160710 15:59:02< PoignardAzur> I do have an origin branch though 20160710 16:00:16< celticminstrel> What was it then... 20160710 16:00:31< celticminstrel> Try git branch -r 20160710 16:00:51< celticminstrel> Somewhere in that mess should be the remote 1.12 branch, which you can create a new branch based on. 20160710 16:00:56< celticminstrel> And if it's not there, git fetch 1.12 20160710 16:01:07< celticminstrel> Wait no, git fetch origin 1.12 20160710 16:02:31< PoignardAzur> That looks lie it's doing something 20160710 16:03:40-!- Kwandulin [~Miranda@p200300760F2D81D37573B34518F3762E.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160710 16:05:11< PoignardAzur> Uh, that's weird 20160710 16:05:25< PoignardAzur> Git recognizes "origin/master", but not "origin/1.12" 20160710 16:05:30< PoignardAzur> Anyway, thanks for the help 20160710 16:05:38< celticminstrel> :/ 20160710 16:05:54< celticminstrel> If you've just run git fetch though, you can refer to it as FETCH_HEAD 20160710 16:06:05< celticminstrel> So, git checkout -b name_your_branch FETCH_HEAD 20160710 16:11:42< PoignardAzur> I think that did the trick, thanks 20160710 16:11:49< PoignardAzur> (how do I check, though?) 20160710 16:12:11< celticminstrel> Um... 20160710 16:12:38< celticminstrel> I suppose you could check git log and verify that those commits are the latest ones in the 1.12 branch? 20160710 16:12:51< PoignardAzur> Changelog says 1.12 :p 20160710 16:13:00< celticminstrel> Ah, that's probably a good sign then. :P 20160710 16:13:15< PoignardAzur> Yeah, I have no idea how I could have found that with git log 20160710 16:13:26< PoignardAzur> Changelog is good ^ 20160710 16:13:28< PoignardAzur> ^^ 20160710 16:13:37< celticminstrel> Would've had to compare with the guthub web view. Changelog is clearly a better way. 20160710 16:13:58< PoignardAzur> And here goes the building 20160710 16:15:15< celticminstrel> Out of curiosity, is there something specific you're trying to fix in 1.12? 20160710 16:15:23< PoignardAzur> Nah 20160710 16:15:30< PoignardAzur> Just check the differences with 1.13 20160710 16:15:49< PoignardAzur> Btw, is the 'change font size' setting still WIP? 20160710 16:15:54< PoignardAzur> Because it's horribly broken 20160710 16:16:53< celticminstrel> Maybe? It's basically functional for the most part, though it can cause GUI2 dialogs to scroll and may cause text to be cut off in the ThemeUI. 20160710 16:17:28< PoignardAzur> Yeah, there's a lot of cutoff text when you use a bigger font 20160710 16:18:10< PoignardAzur> Oh my god this boost warning is annoying 20160710 16:18:51< PoignardAzur> (the "this header is deprecated" one) 20160710 16:28:20-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20160710 16:28:34-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160710 16:47:29-!- Nobun [~nobun@5.170.104.155] has joined #wesnoth-dev 20160710 16:48:18-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160710 16:52:01-!- Nobun [~nobun@5.170.104.155] has quit [Ping timeout: 252 seconds] 20160710 16:54:12-!- PoignardAzur [~faure_o@163.5.208.200] has quit [Quit: leaving] 20160710 16:58:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160710 16:59:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160710 17:05:06-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160710 17:16:16-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth-dev 20160710 17:23:33-!- markus__ is now known as mjs-de 20160710 17:25:38-!- PoignardAzur [~faure_o@163.5.208.200] has joined #wesnoth-dev 20160710 17:28:39-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160710 17:31:39-!- PoignardAzur [~faure_o@163.5.208.200] has quit [Ping timeout: 244 seconds] 20160710 18:06:53-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160710 18:14:12-!- PoignardAzur [~faure_o@163.5.208.200] has joined #wesnoth-dev 20160710 18:22:12-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160710 18:35:03-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160710 18:48:01-!- Kwandulin [~Miranda@p200300760F2D81D37573B34518F3762E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160710 19:14:01< PoignardAzur> celticminstrel: I've updated my pull request, could you tell me what you think please 20160710 19:14:14< PoignardAzur> (if it's not rude to ask) 20160710 19:14:38< celmin> Sure. 20160710 19:15:24 * PoignardAzur is humbly thankful 20160710 19:17:02 * celmin pokes zookeeper about this too. 20160710 19:17:19< celmin> https://github.com/wesnoth/wesnoth/pull/685 20160710 19:17:44< celmin> Was there a maintainer for LoW? I can't remember. 20160710 19:22:50< PoignardAzur> See this https://gna.org/bugs/?23883 20160710 19:23:03< celmin> Already looked at that, yes. 20160710 19:24:26< PoignardAzur> And this https://forums.wesnoth.org/viewtopic.php?f=4&t=36080&p=520463 20160710 19:24:44< PoignardAzur> (you probably have looked at that too) 20160710 19:27:40< celmin> No, I haven't. 20160710 19:28:22< celmin> I guess I really didn't miss much though. 20160710 19:28:54< celmin> I kinda wonder why it's being removed instead of fixed, but I don't really care that much, I guess. 20160710 19:29:35< PoignardAzur> Well, it's kind of pointless 20160710 19:32:05< PoignardAzur> I mean it's supposed to be the elf equivalent of the lancer I guess 20160710 19:32:31< celmin> I've never played LoW, so my opinion probably doesn't matter much. 20160710 19:32:35< PoignardAzur> As in unit that maxes out at level 2 with a different focus 20160710 19:32:43< PoignardAzur> Never played it either 20160710 19:33:18< PoignardAzur> But my point is, it's a unit with slightly different stats 20160710 19:33:30< PoignardAzur> And probably no unique sprite 20160710 19:34:27< PoignardAzur> Anyway, I'm new to this 20160710 19:34:43< PoignardAzur> Are there, like, additional test I have to pass to get the PR merged? 20160710 19:34:49< PoignardAzur> tests* 20160710 19:35:13< celmin> I don't think there are any remaining problems. 20160710 19:35:43< celmin> You could add your name to data/about.cfg (I think that's right) and an entry to changelog and players_changelog, I guess 20160710 19:36:01< PoignardAzur> \o/ 20160710 19:36:03< celmin> Names generally go under miscellaneous contributors. 20160710 19:36:16< PoignardAzur> right 20160710 19:36:17< celmin> I expect this'll be merged soon, unless someone has major objections. 20160710 19:45:32< PoignardAzur> Well, that was a mixture or surprisingly easy and surprisingly hard 20160710 19:45:43< PoignardAzur> (mostly surprinsingly easy :P) 20160710 19:49:09-!- irker470 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160710 20:02:06< zookeeper> PoignardAzur, celmin, yeah if the unit isn't used (i had assumed it was, but never checked) then it's fine to remove it 20160710 20:02:57< zookeeper> umm. why does that thread then say that it is used? 20160710 20:03:39< zookeeper> oh, right. it wasn't unused after all. 20160710 20:03:58< celmin> It's hard to tell from the diff whether it was used. 20160710 20:04:13< celmin> What were those macros used for? 20160710 20:04:16< zookeeper> it was, via [advancefrom] 20160710 20:04:48< celmin> I'm not sure that really counts, but okay. 20160710 20:05:04< zookeeper> it means it was an advancement of elvish scout 20160710 20:05:07< celmin> The point seemed to be that people who chose that route would end up losing them anyway. 20160710 20:05:34< celmin> If it's used only as an advancement, I don't think it's that big a deal to remove it. 20160710 20:05:59< zookeeper> anyway, since there's little reason to assume anyone's going to actually make proper use of the unit (such as writing descriptions and such), i have nothing against its removal. 20160710 20:06:37< celmin> If it was up to me, I would've instead fixed the code that deletes them from your recall list, but I don't mind removing it either. 20160710 20:06:44< celmin> Should I merge his PR then? 20160710 20:07:14< celmin> Unless he wants to add the credits and changelog entries first. 20160710 20:07:45-!- PoignardAzur [~faure_o@163.5.208.200] has quit [Ping timeout: 276 seconds] 20160710 20:08:23< zookeeper> as far as i'm concerned, merge away 20160710 20:16:56-!- PoignardAzur [~faure_o@163.5.208.200] has joined #wesnoth-dev 20160710 20:21:11< PoignardAzur> Also, I re-read the DeveloperGuide and I just realized I completely failed to respect the commit message norm :/ 20160710 20:21:29< PoignardAzur> 'zthat bad? 20160710 20:58:54< celmin> I can change the message when I merge, if you want. 20160710 20:59:13< celmin> It's not good to not respect the norm on that, but it's not a deal-breaker either. 20160710 21:00:09< celmin> Were you planning on adding yourself to credits and putting a note in changelog and players_changelog about your change? 20160710 21:15:03-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160710 21:17:12-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Client Quit] 20160710 21:27:11-!- JyrkiVesterinen [~JyrkiVest@87-100-220-138.bb.dnainternet.fi] has quit [Quit: .] 20160710 21:36:07-!- trewe [~trewe@bl20-10-161.dsl.telepac.pt] has joined #wesnoth-dev 20160710 21:44:04-!- Appleman1234 [~Appleman1@KD036012042157.au-net.ne.jp] has quit [Ping timeout: 252 seconds] 20160710 21:51:53< PoignardAzur> Not really 20160710 21:52:14< PoignardAzur> But yeah, changing the message would be nice 20160710 21:52:29< PoignardAzur> I don't like breaking code/commit norms 20160710 21:52:42< celmin> I guess I can add the changelog/credits entry a bit later. 20160710 21:52:59< PoignardAzur> btw 20160710 21:53:12< celmin> When you talk about norms, you're referring to using the LoW prefix for the message, right? 20160710 21:53:43< PoignardAzur> That, plus commit message lines are more than 80 columns 20160710 21:54:28< PoignardAzur> So, I'm trying to build wesnoth in a build/tests dir 20160710 21:54:58< PoignardAzur> Is there a way to repercute changes I do to the root src files 20160710 21:55:08< PoignardAzur> Into the build/test/dir/src files 20160710 21:55:22< PoignardAzur> Automatically AND without recompiling the entire project? 20160710 21:55:36< PoignardAzur> Or I should just copy/paste individual files 20160710 21:56:30< celmin> "repercute"? 20160710 21:57:22< celmin> Also, is this fine for the commit message? "LoW: Remove Elvish_Horse_Archer alt advancement" 20160710 21:58:19< PoignardAzur> Sure 20160710 21:58:22< PoignardAzur> reverberate 20160710 21:58:37< PoignardAzur> (I mean "répercuter") 20160710 21:58:42< PoignardAzur> *meant 20160710 21:59:13< PoignardAzur> Like, if I change a wesnoth/src/whatever.cpp, I want to run a command 20160710 21:59:30< PoignardAzur> so that wesnoth/build/my_build/src/whatever.cpp is automatically changed 20160710 22:00:32< celmin> I think the word you want is probably "propagate" or maybe "mirror" (yes, that can be used as a verb)… that aside, if you're using scons, I think it should do that automatically without any extra work on your part. 20160710 22:01:32-!- irker655 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160710 22:01:32< irker655> wesnoth: PoignardAzur wesnoth:master 6347c646e23f / data/campaigns/Legend_of_Wesmere/ (3 files in 3 dirs): LoW: Remove Elvish_Horse_Archer alt advancement https://github.com/wesnoth/wesnoth/commit/6347c646e23f3ca47e33cdbc889ccea31741a0e7 20160710 22:01:33< PoignardAzur> Oh, right, propaget 20160710 22:01:39< PoignardAzur> propagate* 20160710 22:01:46< PoignardAzur> I'm using cmake 20160710 22:02:04< celmin> I would expect cmake to automatically propagate changes too, but I dunno. 20160710 22:02:27< PoignardAzur> k 20160710 22:02:29< PoignardAzur> thanks 20160710 22:03:24< PoignardAzur> Also, yay, request pulled \o/ 20160710 22:04:56< Aginor> cmake should pick up on that, yes 20160710 22:08:43-!- mjs-de [~mjs-de@x4e3043c0.dyn.telefonica.de] has quit [Ping timeout: 258 seconds] 20160710 22:13:06-!- Appleman1234 [~Appleman1@KD036012048158.au-net.ne.jp] has joined #wesnoth-dev 20160710 22:17:58-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160710 22:25:07-!- trewe [~trewe@bl20-10-161.dsl.telepac.pt] has quit [Ping timeout: 244 seconds] 20160710 22:32:40-!- gfgtdf [~chatzilla@x4e36a46e.dyn.telefonica.de] has joined #wesnoth-dev 20160710 22:32:59< gfgtdf> hmm i wonder why horse archers were removed from LoW ? 20160710 22:33:14< celmin> Because there were problems. 20160710 22:33:31< zookeeper> no 20160710 22:33:40< celmin> And apparently fabi had intended to remove them, and zookeeper okayed it. 20160710 22:33:50< gfgtdf> celmin: which problems ? 20160710 22:34:01< zookeeper> the problem with it was utterly trivial 20160710 22:34:10-!- travis-ci [~travis-ci@ec2-54-211-160-168.compute-1.amazonaws.com] has joined #wesnoth-dev 20160710 22:34:11< travis-ci> wesnoth/wesnoth#9741 (master - 6347c64 : PoignardAzur): The build has errored. 20160710 22:34:11< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/143768420 20160710 22:34:11-!- travis-ci [~travis-ci@ec2-54-211-160-168.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160710 22:34:16< celmin> https://gna.org/bugs/?23883 20160710 22:34:37< gfgtdf> celmin: dis you test that it effects latest master ? 20160710 22:35:39< celmin> Ask PoignardAzur I guess? 20160710 22:35:47< gfgtdf> PoignardAzur: ^ 20160710 22:35:58< zookeeper> (i should have thought of it sooner, but the more elegant solution would have been to just remove the [advanceto] but keep the unit type itself around for a few releases as to avoid savefile breakage... oh well) 20160710 22:36:11< zookeeper> s/advanceto/advancefrom 20160710 22:36:35< celmin> Good point… oh well. 20160710 22:39:55< PoignardAzur> Right, didn't think of that 20160710 22:40:08< PoignardAzur> And no, I didn't run any test 20160710 22:41:02< PoignardAzur> I just grep'ed all the campaigns map for references to the unit 20160710 22:41:10< PoignardAzur> Didn't consider existing saves 20160710 22:42:48< gfgtdf> if you want to remvoe it becasue it has lacking description or animations, its fine, but to remove a unit just becaue of somethign like #23883 which can trivially fixed is silly. 20160710 22:43:35< PoignardAzur> My rationale was that the guy who had added it in the first place said he was going to remove it, then probably forgot 20160710 22:44:06< celmin> I do agree that that bug alone is poor justification for outright removing it, but I didn't see anything wrong with removing it, and it was indistinguishable from a regular Elvish Rider in terms of graphics. 20160710 22:44:42< celmin> And the argument "fabi was going to remove it" doesn't hold much weight with me either, honestly. 20160710 22:45:08-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20160710 22:45:54< celmin> What's an Elvish Rider's attacks, anyway? 20160710 22:45:56< PoignardAzur> Well, there is the identical texture and absence of description 20160710 22:46:09 * celmin nod 20160710 22:46:35< PoignardAzur> Btw, "wesnoth/wesnoth#9741 (master - 6347c64 : PoignardAzur): The build has errored." 20160710 22:46:43< celmin> I saw that. 20160710 22:46:46< PoignardAzur> What does that mean? 20160710 22:46:57< celmin> Since it said "errored" rather than "failed", it probably means Travis itself broke down somehow. 20160710 22:47:04< PoignardAzur> K 20160710 22:47:11< PoignardAzur> any way to get a better error log? 20160710 22:47:51< PoignardAzur> Also, I think keeping the unit, but removing the only way to produce it might be the better option 20160710 22:48:12< PoignardAzur> (though it does leave what's basically garbage code in the campaign) 20160710 22:48:30< PoignardAzur> How does wesnoth handle non-existiing units in saves? 20160710 22:48:41< celmin> I wouldn't worry about the error log. 20160710 22:48:48< celmin> If it said "failed" it would be a problem. 20160710 22:49:04< celmin> Or if it consistently continued to error in future builds. 20160710 22:49:10< zookeeper> PoignardAzur, fails to load 20160710 22:49:11< PoignardAzur> This is because this is the unstable build? 20160710 22:50:13< celmin> The error is not your fault. It's either a one-time hiccup from Travis or something that someone else did. 20160710 22:50:24< celmin> Fails to load, on the other hand, sounds like it could be a problem? 20160710 22:51:17< PoignardAzur> I'm pretty sure any problem 20160710 22:51:38< PoignardAzur> is not specific to this commit 20160710 22:54:11< zookeeper> anyway, i'm certainly not opposed to adding the unit back in with the [advancefrom] removed, and removing it entirely in a few releases' time. 20160710 22:54:40< zookeeper> as said, it's unfortunately that i didn't think of it immediately :p 20160710 22:54:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160710 22:58:22< PoignardAzur> Well, it doesn't break that much anyway, since it was already impossible to recall them ^^ 20160710 23:02:56< celmin> Ever? 20160710 23:04:02-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160710 23:05:30-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160710 23:09:06-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 276 seconds] 20160710 23:09:06-!- wedge010 is now known as wedge009 20160710 23:10:49< gfgtdf> PoignardAzur: i think the recalls isue was fixed alredy but im not sure whetehr it went into a release already. 20160710 23:11:48< PoignardAzur> Ah. Well, as pointed above, it wasn't the main problem anyway 20160710 23:12:00-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160710 23:14:07< gfgtdf> PoignardAzur: that was an answer to "since it was already impossible to recall them ^^" 20160710 23:21:34< PoignardAzur> Right 20160710 23:22:16< PoignardAzur> My point was, since it was already impossible to recall them, there won't be many saves with invalid characters in them since the only way to make them was leveling 20160710 23:22:32< PoignardAzur> But yeah, it doesn't matter anyway 20160710 23:22:55< PoignardAzur> Also, I'm currently reading units/animation.cpp 20160710 23:23:02< PoignardAzur> Is it me or is this file way to big? 20160710 23:23:13< celticminstrel> I dunno, could be. 20160710 23:23:24< celticminstrel> Wesnoth is too big in general, honestly. 20160710 23:23:28< celticminstrel> A good chunk of that is GUI2. 20160710 23:23:51< celticminstrel> Maybe my compilation wouldn't be such a pain if GUI2 were eliminated. 20160710 23:23:58< celticminstrel> Obviously that's easier said than done though. 20160710 23:24:15< PoignardAzur> Well, this particular file is 1400 lines long 20160710 23:24:29< PoignardAzur> I feel like it's not a good thing :p 20160710 23:25:02< celticminstrel> Could be worse, I suppose. 20160710 23:25:24< PoignardAzur> Yeah 20160710 23:25:46< celticminstrel> I'd also say it's more important to keep functions short than it is to keep files short. (Pretty sure there are still some super-long functions though.) 20160710 23:26:05-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth-dev 20160710 23:26:07< PoignardAzur> I'm just going through it replacing for (it=b,it!=e,++it) loops with for each loops 20160710 23:26:15< PoignardAzur> Agreed 20160710 23:26:30< celticminstrel> Why? 20160710 23:26:35< PoignardAzur> Dunno 20160710 23:26:44< PoignardAzur> Makes the code more readable, I guess 20160710 23:26:52< celticminstrel> Well, if you want to take the time doing it, I don't really mind, but it just doesn't seem like a good use of time to me. 20160710 23:27:08< PoignardAzur> I don't know if I'm going to try to push it, it's more to get a feel of the code 20160710 23:27:15< PoignardAzur> Not sure if that makes sense 20160710 23:27:17< celticminstrel> Okay, I guess. 20160710 23:27:47< celticminstrel> Actually, there was one thing about animations that I had been contemplating implementing, but I hadn't gotten a chance to familiarize myself with that part of the code. 20160710 23:28:18< celticminstrel> It's about the progressive string syntax. 20160710 23:30:18< PoignardAzur> ? 20160710 23:31:24< celticminstrel> Is that confusion, or a request for details? 20160710 23:31:46< PoignardAzur> both? 20160710 23:32:02< PoignardAzur> I don't know what the progressive stirng syntax is 20160710 23:32:06< PoignardAzur> :P 20160710 23:32:09< celticminstrel> I was just about to ask if that was the case. 20160710 23:32:20< celticminstrel> Are you at all familiar with how animations are defined in WML? 20160710 23:32:33< PoignardAzur> ... 20160710 23:32:45< PoignardAzur> that sounds like the beginning of a long series of question 20160710 23:32:58< PoignardAzur> to which every answer is 'no' :D 20160710 23:33:14< celticminstrel> So, you're not? 20160710 23:33:20< PoignardAzur> I'm not 20160710 23:33:22< celticminstrel> Okay, well, the gist of it is... 20160710 23:34:01< celticminstrel> Animations are split into frames (with each one a [frame] tag); however, there is a shorthand notation that lets you define several frames at once. 20160710 23:34:21< celticminstrel> For example, you could specify something like image=archer[1~5].png 20160710 23:34:47< celticminstrel> And rather than a single frame, you'd get five frames using the images archer1.png, archer2.png, archer3.png, archer4.png, archer5.png. 20160710 23:35:29< PoignardAzur> Right 20160710 23:35:30< celticminstrel> Or, you could specify image=archer[1~3,3*3,2].png 20160710 23:35:57< celticminstrel> And then you'd get eight frames using archer1.png, archer2.png, archer3.png for four frames, archer2.png. 20160710 23:36:02< PoignardAzur> So you have archer1,archer2,archer3,archer3,archer3,archer3,archer2? 20160710 23:36:09< PoignardAzur> Ok 20160710 23:36:09< celticminstrel> Yeah. 20160710 23:36:22< celticminstrel> You can't combine ~ with * though. 20160710 23:36:43< PoignardAzur> k 20160710 23:36:45< celticminstrel> And ~ always goes up (or down) by 1. 20160710 23:36:59< celticminstrel> So I was thinking it might be useful to extend it in those two ways. 20160710 23:36:59< PoignardAzur> makes sense? 20160710 23:37:20< celticminstrel> Also, you can't nest the brackets, which could possibly be useful in some non-numerical contexts. 20160710 23:37:34< PoignardAzur> Feels like over-engineering at this point 20160710 23:37:43< celticminstrel> eg, image=archer[-stand,-attack[1~3],-stand].png 20160710 23:37:54< celticminstrel> I dunno. 20160710 23:38:29< celticminstrel> Before progressive strings, animations were really large blocks of WML, so it simplifies them quite a bit, though whether the original design was good, I dunno. 20160710 23:38:43< PoignardAzur> No that makes sense 20160710 23:38:53< PoignardAzur> It's a short hand 20160710 23:39:12< PoignardAzur> But if you start making super-complex parsing for a shorthand 20160710 23:39:19< PoignardAzur> That's over-engineering 20160710 23:39:24< PoignardAzur> I guess 20160710 23:39:27< celticminstrel> I'm not sure I agree. 20160710 23:39:51< PoignardAzur> I mean, what you described, you'd need an AST, right? 20160710 23:40:06< celticminstrel> Not sure. 20160710 23:40:27< celticminstrel> You can often skip the AST in parsing, anyway. 20160710 23:40:49< PoignardAzur> How about WML functions that return the string you want? 20160710 23:40:55< celticminstrel> Hm? 20160710 23:41:25< vultraz> WML doesn't have functions 20160710 23:41:34< PoignardAzur> ah 20160710 23:41:35< celticminstrel> That's why I'm not sure what he's saying. :P 20160710 23:41:55< PoignardAzur> Wait really? 20160710 23:42:16< PoignardAzur> Like, if you want to get max(x, y), or sqrt(x), what do you do? 20160710 23:42:32< celticminstrel> WML is a data definition language (like XML), so it should be fairly obvious that it doesn't have functions. 20160710 23:42:32< vultraz> you need WFL 20160710 23:42:52< celticminstrel> Some places parse attribute values as WFL, though that's somewhat uncommon currently. 20160710 23:43:04< celticminstrel> WFL has functions like max and sqrt. 20160710 23:43:06< vultraz> it'd be nice to allow it everywhere 20160710 23:43:11< PoignardAzur> right 20160710 23:43:28< celticminstrel> It might be a bit much to allow it everywhere. 20160710 23:43:49< PoignardAzur> Can you do an inline tree? 20160710 23:43:51< celticminstrel> Though it'd sure be easier than trying to decide where to allow it. 20160710 23:43:58< celticminstrel> An inline tree? What are you talking about now? 20160710 23:44:23< PoignardAzur> Something like [value [value value value] value value] 20160710 23:44:37< PoignardAzur> Yeah, probably not 20160710 23:44:46< PoignardAzur> Also, I am not explaining myself well 20160710 23:44:47< celticminstrel> I don't get it. 20160710 23:44:50-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160710 23:45:10< PoignardAzur> I mean, inline tags 20160710 23:45:21< PoignardAzur> That get parsed as trees 20160710 23:45:33< PoignardAzur> Ok, still a bad explanation 20160710 23:45:34< PoignardAzur> Um 20160710 23:45:59< PoignardAzur> Ok, whatever, pretty sure there isn't any such thing 20160710 23:46:25< celticminstrel> I assume you at least understand the basics of WML syntax? 20160710 23:46:43< PoignardAzur> It's sort of like XML except with []s instead of <>s? 20160710 23:46:54< celticminstrel> Sorta, yeah. 20160710 23:47:14< PoignardAzur> Anyway, how would you parse 1~3*2? 20160710 23:47:22< PoignardAzur> 1,2,3,1,2,3 20160710 23:47:27< PoignardAzur> or 1,1,2,2,3,3 20160710 23:47:37< PoignardAzur> The first makes more sense, I think 20160710 23:48:05< celticminstrel> I actually can't remember which way I was thinking for that. 20160710 23:48:13< celticminstrel> I didn't note down that much detail. >_> 20160710 23:48:25< celticminstrel> Right now I agree the first makes more sense. 20160710 23:48:49< PoignardAzur> It's a bit of a problem because there's isn't an option 20160710 23:49:02< PoignardAzur> that immediately jumps as "Aha, it's that one and not the other" 20160710 23:49:14< celticminstrel> Yeah, I guess I can understand that. 20160710 23:50:01< PoignardAzur> That one in particular doesn't seem that useful 20160710 23:50:25< PoignardAzur> I mean, you can do archer[1~3,1~3], right? 20160710 23:50:30< celticminstrel> True. 20160710 23:50:40< PoignardAzur> The nested thing... 20160710 23:50:41< PoignardAzur> hm 20160710 23:50:57< PoignardAzur> yeah 20160710 23:51:13< PoignardAzur> that makes sense if you have a long animation 20160710 23:51:29< PoignardAzur> well, several long animations 20160710 23:51:51< PoignardAzur> I think 20160710 23:52:15< PoignardAzur> Anyway, looking at animation.*pp 20160710 23:52:29< PoignardAzur> I'm thinking maybe it should be split in two 20160710 23:52:39< PoignardAzur> Since the .hpp has two classes 20160710 23:52:51< PoignardAzur> And the .cpp is a bit humonguous 20160710 23:53:17< PoignardAzur> It would probably make commits easier, for one thing 20160710 23:53:31< celticminstrel> You think so? 20160710 23:54:05< PoignardAzur> About the splitting or the committing? 20160710 23:54:29< celticminstrel> About it making commits easier. So both, I guess. 20160710 23:54:59< PoignardAzur> Yeah. I don't know, I'm not familiar with wesnoth's codebase 20160710 23:55:06< PoignardAzur> Or even this one file, really 20160710 23:55:21< PoignardAzur> But I'm sure 20160710 23:55:33< PoignardAzur> If you have a big file 20160710 23:56:01< PoignardAzur> It's harder to split your commits into several commits organized by 'theme' 20160710 23:56:12< PoignardAzur> split your diffs* 20160710 23:56:40< PoignardAzur> But if you have several files, you can stage them one by one 20160710 23:56:46< PoignardAzur> And it makes merges easier 20160710 23:57:20< celticminstrel> It's not that hard to stage partial files? 20160710 23:57:53< celticminstrel> And git's merging is pretty good, it can often automatically resolve it even if the same file was changed on both sides, as long as it's in different places. 20160710 23:58:01< PoignardAzur> It's a bit messier, but yeah 20160710 23:59:28< celticminstrel> How is it messy if it's automatic? 20160710 23:59:37< celticminstrel> It's messy if you have to manually resolve conflicts, certainly. 20160710 23:59:41< PoignardAzur> I meant staging partial files 20160710 23:59:44< celticminstrel> Oh. 20160710 23:59:48< celticminstrel> How is that messy? --- Log closed Mon Jul 11 00:00:15 2016