--- Log opened Fri Jul 22 00:00:17 2016 --- Day changed Fri Jul 22 2016 20160722 00:00:17< celticminstrel> If it's not fixed it'll need to be mentioned in the release notes or something. 20160722 00:25:22-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160722 00:27:59-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has joined #wesnoth-dev 20160722 00:29:04-!- enchi [enchilado@defocus/yummy/enchilado] has quit [Ping timeout: 252 seconds] 20160722 00:31:33-!- enchi [enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20160722 01:11:26-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 01:15:49-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160722 01:24:05-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160722 01:31:58-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 01:36:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has 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[~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20160722 06:45:34-!- ggeneral [~ggeneral@nat58.opti.net.ua] has joined #wesnoth-dev 20160722 06:54:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160722 07:04:39-!- ggeneral [~ggeneral@nat58.opti.net.ua] has quit [Ping timeout: 264 seconds] 20160722 07:27:12-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has joined #wesnoth-dev 20160722 07:46:31-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160722 08:09:29-!- JyrkiVesterinen_ [~JyrkiVest@87-100-181-201.bb.dnainternet.fi] has joined #wesnoth-dev 20160722 08:12:01-!- JyrkiVesterinen [~JyrkiVest@87-100-181-201.bb.dnainternet.fi] has quit [Ping timeout: 244 seconds] 20160722 08:12:04-!- JyrkiVesterinen_ is now known as JyrkiVesterinen 20160722 08:12:33-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has quit [Ping timeout: 244 seconds] 20160722 08:12:33-!- shikadibot [~shikadi@wesnoth/umc-dev/bot/shikadibot] has quit [Ping timeout: 244 seconds] 20160722 08:12:40-!- shikadibot [~shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20160722 08:14:16-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has joined #wesnoth-dev 20160722 08:16:55-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160722 08:19:13-!- atarocch [~atarocch@2.43.200.136] has joined #wesnoth-dev 20160722 08:30:56-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 08:35:07-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 250 seconds] 20160722 08:38:44< wedge009> Aginor: celticminstrel: Sorry, I missed the conversation, what's going on with ; and debug commands? 20160722 09:04:52-!- Duthlet [~Duthlet@dslb-188-106-027-209.188.106.pools.vodafone-ip.de] has joined #wesnoth-dev 20160722 09:16:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160722 09:24:04-!- RatArmy 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[~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160722 10:50:06-!- RatArmy [~RatArmy@133.15.175.65] has joined #wesnoth-dev 20160722 10:57:52-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160722 11:08:50-!- atarocch [~atarocch@31.159.70.0] has joined #wesnoth-dev 20160722 11:38:57-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 11:43:31-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20160722 11:49:09-!- RatArmy [~RatArmy@133.15.175.65] has quit [Ping timeout: 258 seconds] 20160722 11:54:53-!- Kwandulin [~Miranda@p200300760F6062A63CD966A96024749E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160722 12:46:05-!- RatArmy [~RatArmy@om126229088089.12.openmobile.ne.jp] has joined #wesnoth-dev 20160722 13:01:47< Rhonda> DNS issues finally fixed. I looked again, ns1.jexiste.org did seem to have change IP address and thus wasn't able to get the zone data anymore 20160722 13:06:14-!- Kwandulin [~Miranda@p200300760F6062A6D90E4B97EE2A74D7.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160722 13:24:01-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160722 13:33:09-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160722 13:36:36< mattsc> zookeeper: I played through DiD S9 again and I don’t think that a custom AI would make a significant difference here, if any at all. 20160722 13:36:47< zookeeper> all right 20160722 13:36:56< zookeeper> good, i think :P 20160722 13:37:23< mattsc> agreed 20160722 13:40:03-!- RatArmy [~RatArmy@om126229088089.12.openmobile.ne.jp] has quit [Ping timeout: 264 seconds] 20160722 13:41:25< zookeeper> in principle i'd like to have more scenarios which feature unusual AI goals and behavior, it's just that most scenarios were of course designed before any such capability existed, so as said those kinds of additions would usually necessitate redesigning most of a scenario. 20160722 13:42:17-!- Kwandulin [~Miranda@p200300760F6062A6D90E4B97EE2A74D7.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160722 13:42:33< zookeeper> so first one needs to 1) identify a good scenario candidate, 2) redesign it around some kind of new interesting gimmick and 3) actually implement it 20160722 13:43:00< mattsc> Right. Do you have any plans to do so? ;) 20160722 13:44:22< zookeeper> well i have lots of scenario candidates... but less detailed plans 20160722 13:44:24< mattsc> I did so in the second part of one of my campaigns. I think I went a bit overboard actually, almost all scenarios feature custom AIs. It sometimes feels a bit like I did it mostly as an AI exercise … 20160722 13:45:10< mattsc> Well, if you do decide to go ahead with it, let me know. I’ll let you (or whoever) do the redesign, but I can help with the AI part. 20160722 13:45:49< zookeeper> yeah 20160722 13:46:22< zookeeper> the last SoF scenario has been at the top of my priority list since forever, but i still haven't managed to come up with a satisfying design for it 20160722 13:48:06< zookeeper> the basic idea would be to actually design the map so that you actually have to actively try to prevent the elves from escaping once the volcano starts erupting, but... that's really tricky 20160722 13:48:28< mattsc> Hmm … 20160722 13:53:42< mattsc> Btw, something I’ve been meaning to ask for a while now: do you (anybody here) consider tunnels being blocked when one of your own units is on the exit hex a feature or a bug? 20160722 13:54:38< zookeeper> ehh... hard to say 20160722 13:55:29< mattsc> I personally would consider that undesired behavior (and thus a bug) 20160722 13:55:55< mattsc> I’ve been meaning to check out whether that applied to silver mages before tunnels were introduced ... 20160722 13:56:47< zookeeper> if the tunnel is conceptually more like a teleport thing, then blocking makes sense, but if not then normal movement rules should apply. so i don't think either is necessarily much more right than the other 20160722 13:57:30< mattsc> I’m pretty sure that reachable hexes are shown past a blocked exit though, and that you get an error when you try to go there. 20160722 13:57:40< mattsc> So at least the implementation is inconsistent 20160722 13:58:19< zookeeper> previously (at least in 1.10) silver mages have only been able to teleport to unoccupied villages 20160722 13:58:27< mattsc> Also, I don’t necessarily agree with your statement, given that HAPMA 20160722 13:58:34< mattsc> but it is a valid argument :) 20160722 13:58:53< mattsc> ok 20160722 14:00:21< zookeeper> well yeah, i mean that if someone makes for example a dungeon that on the map exists separate from the overland map, but is logically connected to it via a tunnel, then you'd expect that normal movement rules apply when moving through the tunnel 20160722 14:00:49< zookeeper> if that was comprehensible 20160722 14:00:56< mattsc> It was. 20160722 14:00:57< mattsc> And yes. 20160722 14:01:09< mattsc> Anyways, just wondering what others are thinking. And my selfish motivation is that this causes problems with AI implementations. 20160722 14:01:25< mattsc> The fact that hexes are shown as reachable, but then the move doesn’t work, I mean. 20160722 14:01:38< zookeeper> perhaps it could be an option? dunno if it's easily possible 20160722 14:01:40-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160722 14:01:51< mattsc> Me neither. 20160722 14:02:17< mattsc> I’d like that though. 20160722 14:03:03< zookeeper> btw, the teleport ability's implementation does filter for unoccupied villages only so that seems to work right 20160722 14:03:12< mattsc> ok 20160722 14:04:42< mattsc> Switching topics again, btw. One AI project I would like to do some day is to write a clone of HttT where an AI plays the player’s side. 20160722 14:04:49< mattsc> On medium (easy’s too easy) 20160722 14:05:19< mattsc> The main problem would be to have the AI take care of units with accumulated XP. 20160722 14:05:29< mattsc> Everything else wouldn’t be too hard. 20160722 14:05:50< mattsc> I think. 20160722 14:06:31< mattsc> I already have an AI that consistently wins the first scenario. 20160722 14:07:26< zookeeper> i tried removing the requirement of target being unoccupied from the teleport ability, and yeah it results in that "Failed teleport! Exit not empty" text. not the worst way to fail, luckily. 20160722 14:08:06< mattsc> right 20160722 14:08:40< zookeeper> would the point be to provide a reference for different AI behaviors and such, or..? 20160722 14:08:59< mattsc> of the HttT AI? 20160722 14:09:01< zookeeper> yes 20160722 14:09:11< mattsc> The point would mostly be just having fun. 20160722 14:09:16< zookeeper> oh, okay :P 20160722 14:09:16< mattsc> But yes, what you mention too. 20160722 14:09:52< mattsc> That was certainly the point when I wrote the protect_unit MAI (which is the one playing S1) 20160722 14:11:55< mattsc> But the whole being careful with you units bit is actually rather difficult to do, so if I could figure it out in HttT, it might help with other AI implementations too. 20160722 14:14:31< zookeeper> yeah, there's usually been no need to make an AI particularly guard their valuable units 20160722 14:16:01< mattsc> I’ve been trying with ‘Fred’ (the MP AI I am working on), but I’ve taken a hiatus for the last … half year or so, because I just don’t know how to do it. 20160722 14:16:27< mattsc> I’m currently trying to gather enough courage to get back to it 20160722 14:16:34< zookeeper> hint: just secretly make the AI not target high-level units as much... :p 20160722 14:16:54< mattsc> yeah, that help 20160722 14:17:07< mattsc> but it’s not the whole story :P 20160722 14:18:06< mattsc> One of the things I learned is that you can’t work with “this works statistically in my favor” on small MP maps 20160722 14:22:32< zookeeper> mm-hmh 20160722 14:35:38-!- Bonobo [~Bonobo@2001:44b8:254:3200:dcc7:5594:54bf:c27] has quit [Ping timeout: 250 seconds] 20160722 14:38:41-!- Kwandulin [~Miranda@p200300760F6062A6BD9F142C13BA9446.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160722 14:57:00-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160722 14:57:58< celmin|sleep> wedge009: Currently when you press ;, a semicolon is inserted into the command field, which you need to delete before sending a valid command. 20160722 15:08:31-!- celmin|sleep is now known as celticminstrel 20160722 15:15:25-!- gfgtdf [~chatzilla@x4e368e4c.dyn.telefonica.de] has joined #wesnoth-dev 20160722 15:16:09< gfgtdf> mattsc: i always assumed that the reason why you cannot teleprt to a blocked village is to prevent capturing a village and teleporting to it in the same turn, but i never really though about it more. 20160722 15:17:33< gfgtdf> celticminstrel: hmm i cannot rperoruce that when i press 20160722 15:17:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160722 15:17:50< gfgtdf> celticminstrel: i do however get that bug with a lua console (that is opened with ^) 20160722 15:17:58< gfgtdf> s/a/the 20160722 15:22:14< mattsc> gfgtdf: hmm, that makes sense, in a way; but should it apply to no-tunnel villages as well? 20160722 15:22:30< mattsc> Anyway, I like zookeeper’s suggestion of making this an option or the [tunnel] tag 20160722 15:22:38< mattsc> s/or/for 20160722 15:31:52-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20160722 15:35:32-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 272 seconds] 20160722 15:36:03-!- atarocch [~atarocch@31.159.70.0] has quit [Ping timeout: 240 seconds] 20160722 15:37:59-!- Aginor_ [~andreas@apollo.alternating.net] has joined #wesnoth-dev 20160722 15:39:28-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has quit [Remote host closed the connection] 20160722 15:39:51-!- Netsplit *.net <-> *.split quits: hk238, wedge009, new_one, Kwandulin, Elvish_Hunter, Aginor, zookeeper, stikonas 20160722 15:44:25< celticminstrel> mattsc: I think there are logistical issues with going through a blocked tunnel. For example, where is the unit when its teleport animation plays? Presumably not on the tunnel space. 20160722 15:47:18-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160722 15:47:19-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160722 15:47:29-!- new_one [~new_one@2604:a880:1:20::22e:d001] has joined #wesnoth-dev 20160722 15:47:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160722 15:47:45-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has joined #wesnoth-dev 20160722 15:48:16< gfgtdf> celticminstrel: that problem not reeally different form walking over a allied unit in normla moves. 20160722 15:48:38< celticminstrel> I disagree. 20160722 15:49:13< celticminstrel> When walking over an allied unit, you're moving in a clear straight line. 20160722 15:50:57< gfgtdf> celticminstrel: not sure what you mean by stright clear line 20160722 15:52:38< gfgtdf> celticminstrel: in normal moves the unit is really on the 'last non-blocked hex in the path' this logic can easily applied to teleport moves aswell. 20160722 15:52:56< gfgtdf> in that yet-walked path that is 20160722 15:53:24< celticminstrel> That's internal logic. 20160722 15:54:07< gfgtdf> celticminstrel: what other logic could there be? 20160722 15:54:22< celticminstrel> I could be mistaken, but I thought there was always a straight line between the unit's starting hex and the unblocked ending hex. 20160722 15:54:47< zookeeper> if it has to move through several friendlies, then no 20160722 15:54:54< zookeeper> through one friendly, sure 20160722 15:55:16< zookeeper> (dunno if relevant) 20160722 15:56:35< celticminstrel> Ah, okay. 20160722 15:58:36-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160722 16:01:39-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20160722 16:01:40-!- wedge010 is now known as wedge009 20160722 16:03:36-!- aidanhs [~aidanhs@2a00:d880:6:1ad::8e27] has quit [Ping timeout: 250 seconds] 20160722 16:03:57-!- aidanhs [~aidanhs@2a00:d880:6:1ad::8e27] has joined #wesnoth-dev 20160722 16:13:02-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160722 16:14:36-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 16:14:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160722 16:14:51-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 16:17:43-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160722 16:20:09-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160722 16:20:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 276 seconds] 20160722 16:25:49-!- stikonas_ is now known as stikonas 20160722 16:32:01-!- molt [~molt@46.161.114.253] has joined #wesnoth-dev 20160722 16:39:39-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160722 16:40:56-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160722 16:49:34< JyrkiVesterinen> FYI: the game crashed when I tried to open the Preferences dialog ingame. Looks related to the event context changes. 20160722 16:49:35< JyrkiVesterinen> https://gist.github.com/jyrkive/3992782bfb0c7b6bea6f9dd2ac6b9dad 20160722 16:49:40< JyrkiVesterinen> I'm investigating. 20160722 17:10:16< hk238> :o 20160722 17:21:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160722 17:30:48< JyrkiVesterinen> All right, the problem is in the destructor of the context class. 20160722 17:30:48< JyrkiVesterinen> https://github.com/wesnoth/wesnoth/blob/681322bf2935ce08e2526d92b842aad86302afe6/src/events.cpp#L133-L146 20160722 17:31:40< JyrkiVesterinen> It performs "it = handlers.erase(it);" followed by "++it" in every iteration. It other words, it increments it twice. 20160722 17:32:21< JyrkiVesterinen> If the number of handlers happens to be odd, the second increment increments the end iterator, which is undefined behavior. 20160722 17:32:43< celticminstrel> I think logically the ++it is not supposed to be there. 20160722 17:32:43< JyrkiVesterinen> Microsoft's debug CRT is guaranteed to crash in that situation, fortunately. 20160722 17:33:11< JyrkiVesterinen> It doesn't make sense to manually remove the handlers from the list anyway. 20160722 17:33:13< celticminstrel> Yeah, MSVC tends to be pretty good about crashing in these sorts of situations. 20160722 17:33:25< celticminstrel> Hmm. 20160722 17:33:39< JyrkiVesterinen> This is the destructor of the context class. The destructor of the list is just about to be executed, and that would clear the list for us. 20160722 17:34:04< celticminstrel> Yeah, and why is it setting has_joined_ to false...? 20160722 17:34:26< celticminstrel> Can the same handler be added to multiple contexts? 20160722 17:34:27-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160722 17:34:45< JyrkiVesterinen> I don't know why it's clearing has_joined_. 20160722 17:34:48< celticminstrel> Shouldn't it be calling something like leave() instead of manually setting that? 20160722 17:35:00< JyrkiVesterinen> Anyway, I'll send a PR that rewrites the destructor. 20160722 17:35:23< celticminstrel> Or would that be infinite recursion... 20160722 17:39:29-!- mjs-de [~mjs-de@x5ce4223c.dyn.telefonica.de] has joined #wesnoth-dev 20160722 18:04:56-!- Kwandulin [~Miranda@p200300760F6062A6280FE2F14723FA34.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160722 18:10:16< JyrkiVesterinen> celticminstrel: https://github.com/wesnoth/wesnoth/pull/709 20160722 18:12:12< celticminstrel> Looks good to me. 20160722 18:12:28< celticminstrel> I'll let Aginor_ take a look too before merging. 20160722 18:15:38-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160722 18:27:37-!- Duthlet [~Duthlet@dslb-188-106-027-209.188.106.pools.vodafone-ip.de] has quit [Ping timeout: 252 seconds] 20160722 18:34:11-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160722 18:45:28-!- Kwandulin [~Miranda@p200300760F6062A6280FE2F14723FA34.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160722 18:55:15-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160722 19:07:29-!- Shiki [~Shiki@141.39.226.227] has joined #wesnoth-dev 20160722 19:21:17-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160722 19:21:25< celmin> !quote 20160722 19:21:57< celmin> …sorry, wrong channel. 20160722 19:32:56< Rhonda> Hmm. Coming back to the po vs. mo discussion. I don't necessarily object to using po files if it really eases things. I just don't want to have uninformed claims thrown around as justification for such a move, that's all. :) 20160722 19:33:22< Rhonda> So if iceiceice reads the logs, I hope you understand why I might have reacted so strongly. 20160722 19:39:50-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 19:43:18-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160722 19:46:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20160722 19:49:08< Elvish_Hunter> Although if someone wrote an easy-to-use GUI for it [wmlxgettext] that'd probably solve most of the problem. 20160722 19:49:45-!- JyrkiVesterinen [~JyrkiVest@87-100-181-201.bb.dnainternet.fi] has quit [Quit: Going to bed] 20160722 19:49:58< Elvish_Hunter> Yes, the idea was that I'll have to look at wmlxgettext's documentation and add a new tab to GUI.pyw. 20160722 19:51:40< Elvish_Hunter> Hopefully I'll manage to work on it in the next days. 20160722 19:53:51< celmin> It'd be great if it could be ready this weekend, but I suppose that might be asking a bit too much. 20160722 19:54:09< celmin> And releasing a barely-tested wmlxgettext wrapper may be ill-advised anyway. 20160722 19:56:03< celmin> Rhonda: Even though we've established that GNU mo files are actually platform-dependent, I think this change will still make it easier for addon devs - it means they do not need the gettext tools in order to ship translations, for example. 20160722 19:56:27< celmin> …come to think of it, I think I forgot to add something to that fork. I guess we should hold off on it until 1.13.6. Sorry vultraz. 20160722 19:57:00< celmin> It's not good if it crashes when reading an invalid po file, after all. It should put up an error message, like with WML errors. 20160722 19:57:19< celmin> (And then just skip that file and carry on.) 20160722 19:58:45< Elvish_Hunter> celmin: unfortunately you're right, for this weekend it's impossible. 20160722 19:59:57< celmin> Basically all they need is to use wmlxgettext to generate a pot-file, send that to translators, get po-files back, and place them in the location specified by the [textdomain] tag. 20160722 20:05:45-!- Shiki [~Shiki@141.39.226.227] has quit [Quit: Verlassend] 20160722 20:11:28-!- edgrey [~edgrey@178.205.92.204] has quit [Ping timeout: 250 seconds] 20160722 20:23:30< gfgtdf> hmm why can we make our addon server make automacally run wmlgettext oon uuploaded addons? 20160722 20:23:53< gfgtdf> so that people would get the updated po files back or similar. 20160722 20:27:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160722 20:34:01-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 20:35:04< celmin> I don't think there's any need for that, and I don't think it would really make things any easier. 20160722 20:38:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20160722 20:41:04-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160722 20:44:10-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 20:55:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160722 21:05:24-!- RatArmy [~RatArmy@om126229088089.12.openmobile.ne.jp] has joined #wesnoth-dev 20160722 21:14:52-!- matthiaskrgr [matthiaskr@gateway/shell/panicbnc/x-fmjvbgeokuzxajtx] has quit [Ping timeout: 264 seconds] 20160722 21:15:11-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 21:15:42< gfgtdf> celmin: well even with a gui for wmlxgettext, people still need to have python and most likeley msgmerge installed, which most users don't have. 20160722 21:16:03< celmin> Why msgmerge? 20160722 21:17:04< gfgtdf> celmin: i thougth wmlxgettext creaes the pot files and msgmerge merged them into the po files but sinc ei never used them in not 100% sure 20160722 21:17:59< celmin> That sounds like something that GUi translation tools handle. 20160722 21:18:13< celmin> Or should handle… but I'm pretty sure I've actually seen ones that do. 20160722 21:20:29-!- matthiaskrgr [matthiaskr@gateway/shell/panicbnc/x-oxhzceyibbolglta] has joined #wesnoth-dev 20160722 21:20:52-!- matthiaskrgr is now known as Guest50906 20160722 21:29:04-!- Guest50906 [matthiaskr@gateway/shell/panicbnc/x-oxhzceyibbolglta] has quit [Changing host] 20160722 21:29:04-!- Guest50906 [matthiaskr@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20160722 21:29:04-!- Guest50906 [matthiaskr@unaffiliated/matthiaskrgr] has quit [Changing host] 20160722 21:29:04-!- Guest50906 [matthiaskr@gateway/shell/panicbnc/x-oxhzceyibbolglta] has joined #wesnoth-dev 20160722 21:29:09-!- Guest50906 is now known as matthiaskrgr__ 20160722 21:43:43-!- EliDupree [~quassel@idupree.com] has quit [Remote host closed the connection] 20160722 21:43:54-!- EliDupree [~quassel@idupree.com] has joined #wesnoth-dev 20160722 21:50:02-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20160722 21:51:39< ancestral> vultraz: http://steamcommunity.com/app/370070/discussions/0/617336568071288664/#c617336568072863645 20160722 21:52:02< ancestral> Another open-source game on Steam, drew inspiration from Wesnoth 20160722 21:52:47< celmin> Maybe achievements could be done as a dynamically loaded "plugin". 20160722 21:53:03< celmin> Though… honestly, I don't see much point in achievements for Wesnoth. 20160722 21:54:26< celmin> I was under the impression that Steam doesn't require use of its APIs at all for distribution, though... 20160722 21:56:03< celmin> Another way to do achievements might be to have your own custom implementation of achievements which writes to files, and some sort of mini bridging thing that transfers those to Steam somehow. 20160722 21:56:37< celmin> BTW, is the "exciting announcement" from Twitter about Steam? 20160722 21:56:48< celmin> Or is it just about the impending release? 20160722 22:10:43-!- mjs-de [~mjs-de@x5ce4223c.dyn.telefonica.de] has quit [Remote host closed the connection] 20160722 22:16:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 264 seconds] 20160722 22:23:54-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160722 22:28:16< ancestral> celmin: Achievements can always be added later. If there’s a huge demand for it, and people want to help realize it, who could argue 20160722 22:28:44< ancestral> I’ve played many games which had few or no achievements and added more later 20160722 22:28:53< celmin> If we're talking about Wesnoth, it won't be me implementing them. 20160722 22:28:57< ancestral> Hehe 20160722 22:29:05< ancestral> Trading cards, however, those could be fun and easy? 20160722 22:29:15< celmin> Actually, the way Wesnoth marks campaigns as completed is already a bit like achievements. 20160722 22:29:32< celmin> Though it wouldn't port well to Steam achievements. 20160722 22:30:00< celmin> Speaking of how it marks them completed, it might be nice to have a second level above completed. 20160722 22:30:45< bumbadadabum> well, they would actually 20160722 22:30:51< celmin> For example, you'd get that in HTTT only after traversing all possible branches. 20160722 22:31:04< bumbadadabum> celmin: achievements with "Complete X campaign" are very common 20160722 22:31:13< bumbadadabum> you could make one for every mainline campaign 20160722 22:31:27< celmin> bumbadadabum: The reason I say they wouldn't is because, to my knowledge, Steam achievements are taken from a list that's fixed by the game publisher. In other words, addons can't add their own achievements as far as I know. 20160722 22:31:42< ancestral> Unless it’s DLC 20160722 22:32:09< ancestral> There’s also rules like, if you have add-ons, you could say achievements not achievable 20160722 22:32:17< celmin> So while you could easily map "completing a mainline campaign" to a Steam achievement, associating the completion marker with achievements doesn't quite work in the general sense. 20160722 22:32:23< celmin> ancestral: Huh? 20160722 22:32:28< ancestral> Otherwise, somoene would make a “Unlock all achievements Mod” 20160722 22:32:41< celmin> Huh? 20160722 22:32:54< celmin> [Jul 22@6:32:09pm] ancestral: There’s also rules like, if you have add-ons, you could say achievements not achievable 20160722 22:32:58< celmin> I don't know what that meant. 20160722 22:33:00< ancestral> Like, a mod that alters the main campaign and gives you tons of money and whatnot 20160722 22:33:09< ancestral> So you can make the achievements easier 20160722 22:33:16< ancestral> (Or jump you to the last scenario, etc.) 20160722 22:33:26< bumbadadabum> they're achievements 20160722 22:33:28< bumbadadabum> do we care? 20160722 22:34:06< ancestral> I don’t think we do 20160722 22:34:09< celmin> Anyway, I like the idea of adding a new level to the campaign wreath, but I wonder how that could be implemented. 20160722 22:34:11< ancestral> We’re just talking hypothetically 20160722 22:34:21-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20160722 22:34:33< celmin> It's easy to detect that you've finished a campaign, but how do you detect that you've traversed all the campaign's routes? 20160722 22:36:29-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160722 22:38:05< zookeeper> celmin, well, TSG is really the only mainline campaign with significant branching. pretty much everything else is just a scenario or two of difference, and IMO doesn't really affect whether you've "completed" a campaign. 20160722 22:38:39< celmin> Yeah, obviously. 20160722 22:39:30< zookeeper> but maybe it could make sense to somehow signal that a campaign like TSG is only "half completed" after you finish one branch. 20160722 22:39:32< celmin> (Though I'm a bit surprised that TSG is the only one with significant branching… maybe I should play it again.) 20160722 22:39:52< celmin> You could, but I wasn't quite thinking in that direction. 20160722 22:40:32< celmin> I have no problem with the current way of marking campaigns completed. 20160722 22:41:03< celmin> But I was thinking of a way of marking them, let's say "mastered", which is higher than "completed". 20160722 22:41:21< zookeeper> "X% secrets found"? :P 20160722 22:41:31< celmin> It's completed if you get to the end and obtain victory. It's mastered if you play through all branches, or something like that. 20160722 22:41:45< celmin> And yeah, "X% secrets found" would be cool too. 20160722 22:41:47< zookeeper> right, so a "completion" score 20160722 22:42:09< celmin> You still get the wreath for just any victory. 20160722 22:42:59< celmin> I dunno how "mastery" or "100% completion" would be indicated. Could be a fanciet wreath, or a number shows in the campaign info area, or maybe other things. 20160722 22:43:03< celmin> ^fancier 20160722 22:44:48< zookeeper> i guess there could conceivably be something like that. but those would usually be the kind of things people would achieve during a long period of time, so it might just not fit considering how the campaigns keep getting changes and stable branches aren't compatible, etc. 20160722 22:45:02< zookeeper> i dunno. 20160722 22:45:08< celmin> Maybe. 20160722 22:45:37< celmin> The fact that campaigns keep getting changes could be a bit of a problem. 20160722 22:51:22-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 260 seconds] 20160722 22:51:54< vultraz> Achievements might be hard to do for wesnoth since AFAIK they require the use of the steamworks API which we can't use. 20160722 22:52:15< vultraz> celmin: and yes, the announcement is about greenlight 20160722 22:52:22< vultraz> a new dev release isn't exactly "exciting" :P 20160722 22:53:21< celmin> I imagine there are ways to use the steamworks API even in an open-source project, though. 20160722 22:53:52< vultraz> perhaps 20160722 22:54:14< celmin> But if you want achievements, first implement them for everyone. Then you can look at whether they can be bridged to Steam. 20160722 22:54:22< vultraz> someone on the thread ancestral asked exactly this, but the guy didn't answer 20160722 22:54:30< vultraz> celmin: ehh.. I might disagree there 20160722 22:54:32< celmin> Yeah, I noticed. 20160722 22:54:53< celmin> How so? 20160722 22:56:21< vultraz> Achievements are an integral part of the Steam platform. Them being only on the Steam version makes sense, and, even if we did find a way to have them outside Steam, we'd still be using Steam's API for that version anyway. 20160722 22:56:48< vultraz> If we were to add them, better to add them to Steam first, and then *maybe* look into a way to have them on all versions 20160722 22:56:54-!- molt [~molt@46.161.114.253] has quit [Quit: Leaving] 20160722 23:02:37-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20160722 23:07:47< Aginor_> wedge009: we were discussing that they come with a ';' that then needs to be stripped/backspaced away before you can type the command 20160722 23:09:43-!- irker043 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160722 23:09:43< irker043> wesnoth: Jyrki Vesterinen wesnoth:master 8a296386e354 / src/events.cpp: Fix undefined behavior on destroying an event context https://github.com/wesnoth/wesnoth/commit/8a296386e35462e7b2ef064112e0077709c4a400 20160722 23:09:43< irker043> wesnoth: Andreas wesnoth:master b9b97bab8446 / src/events.cpp: Merge pull request #709 from jyrkive/fix-event-context-crash https://github.com/wesnoth/wesnoth/commit/b9b97bab844600e16780799a33192365a2ce5c36 20160722 23:09:59-!- RatArmy [~RatArmy@om126229088089.12.openmobile.ne.jp] has quit [Ping timeout: 250 seconds] 20160722 23:10:27< gfgtdf> Aginor_: this doesnt happen to me doesn it need special conditions be be reproduced? 20160722 23:10:40< Aginor_> gfgtdf: context? 20160722 23:10:45-!- Aginor_ is now known as Aginor 20160722 23:10:50< gfgtdf> wedge009: we were discussing that they come with a ';' that then needs to be stripped/backspaced away before you can type the command 20160722 23:11:10< gfgtdf> Aginor: ^ 20160722 23:11:16< Aginor> gfgtdf: no, it doesn't need anything special 20160722 23:11:32< Aginor> I wonder if it's related to keyboard layouts or something equally annoying 20160722 23:11:42< Aginor> ;debug for example 20160722 23:12:04< Aginor> gives me that string literally 20160722 23:12:11< gfgtdf> Aginor: what happens to me is however is that ia get a ^ chancter in the lua console when i open it, this is most specical to the ^ key 20160722 23:12:26< Aginor> it's probably the same 20160722 23:12:30< gfgtdf> Aginor: meanion if i assign another hotkey to the lua console it doesnt happen to me 20160722 23:12:33< Aginor> I would expect you to get ödebug 20160722 23:13:36< gfgtdf> Aginor: no i get debug like i should 20160722 23:13:45< Aginor> gfgtdf: good 20160722 23:14:03< Aginor> unfortunately I don't, so it does require some attention ;) 20160722 23:14:22-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160722 23:15:37< gfgtdf> Aginor: please try to fix the ^ issue aswell, its not that bas since i can just assign another hotkey to it (i currently use ä) but it'd be still nice if the default configuarion would works without such problemds. 20160722 23:15:55< Aginor> gfgtdf: I suspect it's the same cause 20160722 23:20:11< gfgtdf> Aginor: the ^ chancter migth be spceila since it usually used together with other chancters liek â or ô, so that pressing the chacter usualyl doesnt not imidiatley invoke a text input (since its usualyl a modifer for the next chracter) 20160722 23:20:40< Aginor> gfgtdf: we rely on scancodes for the hotkeys, it doesn't do composition 20160722 23:21:19< gfgtdf> Aginor: yes but this migth be the reason why the chacter doesnt get discarded correctly after pressin it 20160722 23:22:34< Aginor> yeah, fair enogh 20160722 23:26:32< gfgtdf> Aginor: it seems actuall liek sdl has already a text inout api with functiosn like SDL_StartTextInput but we dont use that 20160722 23:27:37< Aginor> gfgtdf: presumably because nobody felt like rewriting our GUI components 20160722 23:27:38< celmin> vultraz: I disagree, then. If we're going to add a feature, it should not be Steam-exclusive. That's not fair to the people who can't or don't want to use Steam. 20160722 23:28:07< celmin> (Unless we can prove that 90% of those people don't want the feature, but even then...) 20160722 23:29:48< celmin> Aginor: Perhaps the routines for showing a GUI2 window should flush any text entry (or key) events from the SDL event queue? In particular, if hotkeys rely on keydown events but text fields use text entry events, I could see that causing this situation. 20160722 23:30:04< vultraz> celmin: you make a point, but as I said, since it's part of the steam platform it's not as much adding a feature to the game as it is making using of a feature of a distribution platform 20160722 23:30:07< Aginor> celmin: this affects both GUI1 and GUI2 20160722 23:30:25< celmin> Well, the same idea applies in GUI1. 20160722 23:30:27< Aginor> celmin: textfields on't use text entry calls 20160722 23:30:33< celmin> Ah. 20160722 23:30:53< Aginor> if they did, I suspect the problem doesn't exist 20160722 23:31:10< Aginor> s/doesn't/wouldn't/ 20160722 23:31:22< Aginor> but I don't think I'll have time to look at it this weekend 20160722 23:31:38< celmin> I suppose those are new in SDL2 so it's not that surprising. 20160722 23:31:52< Aginor> I have a too backlog of other things to deal with to spend half the weekend chasing this :/ 20160722 23:31:58< Aginor> +big 20160722 23:32:05< gfgtdf> ancestral: editong the main cfg files is just as easy as writing a mod for that. 20160722 23:32:31< gfgtdf> ancestral: i really think duiscouraging people form downloadind umc is a very bad idea 20160722 23:33:54< celmin> Huh? 20160722 23:46:53-!- travis-ci [~travis-ci@ec2-54-226-47-38.compute-1.amazonaws.com] has joined #wesnoth-dev 20160722 23:46:54< travis-ci> wesnoth/wesnoth#9905 (master - b9b97ba : Andreas): The build passed. 20160722 23:46:55< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/146778892 20160722 23:46:55-!- travis-ci [~travis-ci@ec2-54-226-47-38.compute-1.amazonaws.com] has left #wesnoth-dev [] --- Log closed Sat Jul 23 00:00:38 2016