--- Log opened Sat Aug 06 00:00:47 2016 20160806 00:02:25-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth 20160806 00:15:53-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Leaving] 20160806 00:19:54-!- hay207_ [~hay207@41.34.13.145] has quit [Ping timeout: 244 seconds] 20160806 00:26:24-!- hay207_ [~hay207@41.34.27.81] has joined #wesnoth 20160806 00:30:43< hay207_> Hi, Can macros definition be inserted inside the scenario.cfg / should i create a separate macros folder ? 20160806 00:31:18< celmin> Uh. Your question seems to demonstrate a deep confusion. 20160806 00:32:02< celmin> The only file Wesnoth knows about when it goes to load your addon is _main.cfg 20160806 00:32:21< celmin> If your addon is split into multiple files, you use {…} syntax to tell it to load the other files. 20160806 00:32:39< celmin> As long as it loads your macro file before it loads your scenario.cfg, you can use your macros in scenario.cfg. 20160806 00:32:59< celmin> (Yes, it's perfectly viable to put your entire addon in _main.cfg.) 20160806 00:32:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160806 00:33:11< celmin> (Though I wouldn't recommend it unless it's very simple.) 20160806 00:33:40< hay207_> [...] as in [units] in main.cfg ? 20160806 00:33:57< celmin> No. 20160806 00:34:04< celmin> Curly braces, not square brackets. 20160806 00:34:19< hay207_> ok got it 20160806 00:34:48< celmin> It also doesn't know where to find images, music, and sounds unless you provide a [binary_path] tag. And it doesn't know where to find translations unless you provide a [textdomain] tag. 20160806 00:35:39< hay207_> Ok, if macros were inside scenario.cfg, how to load macros before scenario.cfg ? 20160806 00:36:35< celmin> Presumably you have lines similar to {./macros.cfg} and {./scenario.cfg} in your _main.cfg. Just make sure they appear in that order and not the other way around. 20160806 00:37:06< celmin> If macros are defined in scenario.cfg, you have nothing to worry about. 20160806 00:38:46< hay207_> Well, my macros are defined in scenario.cfg, but not loaded / started 20160806 00:40:49< hay207_> Except if i change id of unit_type inside the macro 20160806 00:41:23< hay207_> Only then my edited macros are used 20160806 00:45:05< hay207_> Should i change the macro name used? to be different from original addon 20160806 00:46:17< celmin> I have no idea what's even going on here anymore. 20160806 00:46:34< celmin> But if scenario.cfg isn't being loaded, maybe that's because _main.cfg has not specified that it should be loaded. 20160806 00:47:41< hay207_> scenario.cfg is being loaded but not the macro inside it 20160806 00:48:09< hay207_> my addon is an edited version of velensk tower defense map 20160806 00:48:29< hay207_> i uploaded my addon to server 20160806 00:48:34< celmin> If scenario.cfg is being loaded, then any macro definitions inside it are definitely being loaded. 20160806 00:48:42< celmin> Macro definitions use #define 20160806 00:50:33< hay207_> a sec 20160806 00:52:37< hay207_> They are loaded, true, but not the edited ones 20160806 00:53:13< hay207_> of my forked addon 20160806 00:54:11< hay207_> How about we test that quickly 20160806 00:54:51< hay207_> Install my addon, then edit the macro yourself 20160806 00:55:28< hay207_> my addon name is called "tower defense maps" 20160806 00:55:47< celmin> I can't be bothered to install an addon. 20160806 00:56:03< hay207_> ok 20160806 00:56:06< celmin> Maybe you could try temporarily moving the forked addon to the desktop. 20160806 00:56:14< celmin> So that only the fork exists? 20160806 00:56:36< hay207_> i delete original? 20160806 00:57:09< hay207_> ok 20160806 00:57:22-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160806 00:59:08< hay207_> Awesome, now it works 20160806 00:59:32< hay207_> after deleting velensk original addon 20160806 00:59:50< hay207_> my edited macros are used 20160806 01:06:36-!- Bonobo [~Bonobo@2001:44b8:254:3200:6426:cc5b:946e:9133] has joined #wesnoth 20160806 01:07:51< hay207_> After reinstalling original addon , problem reoccured 20160806 01:08:28< hay207_> So, i conclude that the original addon is masking on my edits 20160806 01:14:32< hay207_> I need a tester 20160806 01:19:50-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160806 01:33:14-!- jurkan [~quassel@granny.omameier.net] has quit [Remote host closed the connection] 20160806 01:33:43-!- enchi [enchilado@defocus/yummy/enchilado] has quit [Excess Flood] 20160806 01:33:52-!- enchi [enchilado@defocus/yummy/enchilado] has joined #wesnoth 20160806 01:47:32-!- jurkan [~quassel@granny.omameier.net] has joined #wesnoth 20160806 02:16:29-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 260 seconds] 20160806 02:52:49< janebot> Tweet (by @Wesnoth) @fmorales1980 We already have an Android port for 1.12. As for the other thing, do you mean ChromeOS? [ https://twitter.com/Wesnoth/status/761756885464735744 ] 20160806 02:55:55-!- ArneBab_ [~quassel@55d44df0.access.ecotel.net] has joined #wesnoth 20160806 03:00:30-!- ArneBab [~quassel@55d44980.access.ecotel.net] has quit [Ping timeout: 276 seconds] 20160806 03:37:05< hay207_> Hi guys, i need a tester 20160806 03:51:05-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160806 04:18:09< ancestral> hay207_: For what? 20160806 04:18:39< hay207_> to test my addon 20160806 04:18:51< ancestral> Sure 20160806 04:18:58< ancestral> Are you running 1.12 or 1.13? 20160806 04:19:06< hay207_> 1.12 20160806 04:19:35< hay207_> it's name is "tower defense maps" 20160806 04:20:18< ancestral> On the server? 20160806 04:20:35< hay207_> yes 20160806 04:20:53< hay207_> I uploaded it to server 20160806 04:22:05< ancestral> Give me a moment :) 20160806 04:22:12< hay207_> Sure 20160806 04:25:09< ancestral> hay207_: Is it a map mod? 20160806 04:25:32< hay207_> multiplayer scenario 20160806 04:25:59< ancestral> I see Wesnoth_Tower_Defense and Wesnoth_Tower_Defensem 20160806 04:26:07< hay207_> i host 20160806 04:26:18< ancestral> Oh I should be on the server? 20160806 04:26:25< hay207_> Yes 20160806 04:32:10< ancestral> And really, that message was just a warning 20160806 04:33:58< hay207_> retest 20160806 04:39:07-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160806 04:42:04< hay207_> Ok, uploaded 20160806 04:42:25< hay207_> update your addon to 0.1.6 20160806 04:42:59< hay207_> Mage shouldnot die 20160806 04:43:00< ancestral> You can do this so that the players don’t need the add-on 20160806 04:43:05-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 04:43:11< ancestral> I wouldn’t be surprised if it just worked 20160806 04:43:15< ancestral> But anyway, I did update 20160806 04:43:25< hay207_> i have custom units 20160806 04:43:34< hay207_> custom unit_types 20160806 04:43:38< ancestral> You can have custom units without needing someone to download the add-on 20160806 04:43:46< ancestral> Just takes a little work 20160806 04:43:59< hay207_> How so 20160806 04:46:34< ancestral> You can define the units in the scenario file 20160806 04:46:42< ancestral> Only the host needs to have the scenario 20160806 04:46:50< ancestral> Technically, you can put everything in the scenario file 20160806 04:47:06-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160806 04:53:11< hay207_> i ancestralhow to change macro names? 20160806 04:53:27< hay207_> in macro definition? 20160806 04:53:56< hay207_> i think i Thanks for testing :) 20160806 04:54:17< hay207_> Thanks for testing * 20160806 04:55:00< hay207_> ancestral: 20160806 04:55:09< ancestral> Umm 20160806 04:55:20< ancestral> I think it’d be easier to just have it load after the other add-on 20160806 04:55:37< hay207_> ok, how to do so? 20160806 04:55:47< ancestral> What’s the name of your add-on? 20160806 04:56:06< hay207_> tower defense maps 20160806 04:56:28< ancestral> td_test is the dir name? 20160806 04:56:33< hay207_> yes 20160806 04:56:44< ancestral> What’s the dir name of Velensk’s add-on? 20160806 04:56:54-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 260 seconds] 20160806 04:57:20-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 04:57:23< hay207_> Tower defense 20160806 04:57:34< ancestral> That’s why 20160806 04:57:40< ancestral> To loads after td 20160806 04:57:55< ancestral> It’s been a while since I made an add-on 20160806 04:58:06< hay207_> Tower_defense 20160806 04:58:08< hay207_> * 20160806 04:58:08< ancestral> But if you can change the dir name to like z_td or something 20160806 04:58:14< ancestral> It would load last 20160806 04:58:36< hay207_> ok, i understand 20160806 04:58:41< ancestral> Maybe you have to update the _main.cfg file 20160806 04:58:51< hay207_> yes , i do 20160806 04:59:04< ancestral> Well, you reference the name in the scenario .cfgs too 20160806 04:59:08< hay207_> So z is after t 20160806 04:59:08< ancestral> So you’d have to update those also 20160806 04:59:17< ancestral> hay207_: Last time I checked :-P 20160806 04:59:24< hay207_> :) 20160806 04:59:43< hay207_> Ok, how to rename a macro? 20160806 04:59:54< hay207_> i want to know that too 20160806 05:00:25< ancestral> I can’t say I have much experience doing this, but when you define a macro, call it something else? 20160806 05:00:49< hay207_> i think i tried this, but fails 20160806 05:01:00< hay207_> will try again now 20160806 05:01:04< ancestral> Well, if you do the rename thing it shouldn’t be necessary 20160806 05:01:14< ancestral> Or, uninstall Velensk’s add-on 20160806 05:01:35< ancestral> Unless you rely on his add-on (but I didn’t see it as a dependency, so probably not) 20160806 05:01:35< hay207_> i like velensk, cant uninstall 20160806 05:01:54< ancestral> Okay 20160806 05:01:58< hay207_> i don't rely on his addon 20160806 05:02:37< hay207_> but i tried the uninstall, it makes my addon work 20160806 05:05:21< Ravana_> ancestral: last I tried, [color_range] only had effect from toplevel, has that changed? 20160806 05:06:25< Ravana_> hay207_: I saw you messaged my bot, it was bot indeed, and it crashed when trying to send message to offline player 20160806 05:06:28< ancestral> Err, I don’t know 20160806 05:06:48< ancestral> Someone with more WML knowledge may be able to answer that for you 20160806 05:07:38< hay207_> Renaming macro fails to work 20160806 05:07:59< hay207_> Ravana_: was just playing 20160806 05:08:35< hay207_> i renamed the definition and it's use in {macro} 20160806 05:11:56< ancestral> It should be no different than in programming 20160806 05:12:00< ancestral> You change a function name 20160806 05:12:09< ancestral> Then change every instance of calling the function 20160806 05:12:28< hay207_> ijust renamed the macro, but not its parameters 20160806 05:12:32< hay207_> i did 20160806 05:12:37< ancestral> So if you have {DEPLOY_TOWER} and you change it to {Z_DEPLOY_TOWER} 20160806 05:12:59< hay207_> or DEPLOY_TOWERZ? 20160806 05:13:00< ancestral> And you change the define for it 20160806 05:13:18< ancestral> hay207_: Any name other than the name that conflicts with Velensk’s add-on 20160806 05:13:29< ancestral> You can call it QWERTYUIOP if you want 20160806 05:13:49< ancestral> (I suppose technically try to avoid potential existing macros in the core 20160806 05:19:40< hay207_> i think velensk code has wrong code, "and so do mine" 20160806 05:20:17< hay207_> Thanks ancestraL :) for the help 20160806 05:20:50< ancestral> Sure 20160806 05:21:14< ancestral> Ravana_: You can try asking that question in #wesnoth-dev, you might get a better response 20160806 05:23:07-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-58.zoominternet.net] has quit [] 20160806 05:27:08-!- Kwandulin [~Miranda@p200300760F6062B5D41B9D79F0BC887A.dip0.t-ipconnect.de] has joined #wesnoth 20160806 05:49:20< hay207_> Is there anything wrong with this macro , http://pastebin.com/ae022nbq ? 20160806 05:52:30< hay207_> And should the calling instance be inside an event ? 20160806 05:54:55< hay207_> And does the placement of recalling instance inside the scenario.cfg differs from placing it at top / buttom ? 20160806 05:58:17< hay207_> brb 20160806 06:29:00< hay207_> How to rename this macro, as an example? 20160806 06:29:02< hay207_> http://pastebin.com/HNgg0Skm 20160806 06:31:29< vultraz> nothing wrong with that macro 20160806 06:31:50< vultraz> if you want the other macro named something different just call it something different in the #define 20160806 06:34:09< hay207_> vultraz: can you rename it and post in on pastebin 20160806 06:34:23< vultraz> rename it to what 20160806 06:34:52< hay207_> any name 20160806 06:36:15< vultraz> http://pastebin.com/KpxxNe7f 20160806 06:37:24< hay207_> Thanks 20160806 06:44:03< ancestral> hay207_: Do you get what vultraz wrote, and what I said earlier? 20160806 06:44:47< hay207_> Yes, renaming the macro/ changing dir name 20160806 06:44:51< ancestral> It’s just a name. You can name your macros to be anything. 20160806 06:44:51< ancestral> If you change a name of a macro where it’s defined, obviously the name changed, so you have to make sure in the rest of the files you call it by the new name. 20160806 06:44:55< ancestral> Right 20160806 06:55:20-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Remote host closed the connection] 20160806 06:55:39-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160806 06:59:51< hay207_> But renaming failsShould i rename all of velensk's macros? 20160806 07:04:53< hay207_> And shall macros names be unique, across all add-ons installed ? 20160806 07:28:34-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 260 seconds] 20160806 07:42:05-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160806 07:47:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160806 08:02:40-!- Kwandulin [~Miranda@p200300760F6062B5D41B9D79F0BC887A.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160806 08:09:42-!- Kwandulin [~Miranda@p200300760F6062B5D41B9D79F0BC887A.dip0.t-ipconnect.de] has joined #wesnoth 20160806 08:28:03-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has quit [Ping timeout: 240 seconds] 20160806 08:32:04< hay207_> Renaming dir to zTower didnot work 20160806 08:35:47-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20160806 08:36:01-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 09:05:55-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 258 seconds] 20160806 09:09:08-!- hay207_ [~hay207@41.34.27.81] has quit [Ping timeout: 244 seconds] 20160806 09:10:46-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 09:23:39-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 265 seconds] 20160806 09:30:10-!- Kwandulin [~Miranda@p200300760F6062B5D41B9D79F0BC887A.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160806 09:36:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 258 seconds] 20160806 09:38:15-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160806 09:41:19-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 09:42:09-!- Kwandulin [~Miranda@p200300760F60629440DE90C015BCBD49.dip0.t-ipconnect.de] has joined #wesnoth 20160806 09:45:50-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has joined #wesnoth 20160806 09:53:54-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 276 seconds] 20160806 10:19:48-!- hay207_ [~hay207@41.34.47.39] has joined #wesnoth 20160806 11:35:45-!- Kwandulin [~Miranda@p200300760F60629440DE90C015BCBD49.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160806 11:41:43-!- Kwandulin [~Miranda@p200300760F314EF9F0BD318E8AE6FA0D.dip0.t-ipconnect.de] has joined #wesnoth 20160806 11:43:46-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 12:07:02-!- Kwandulin [~Miranda@p200300760F314EF9F0BD318E8AE6FA0D.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160806 12:31:18-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has joined #wesnoth 20160806 12:35:18-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Read error: Connection reset by peer] 20160806 12:42:43-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20160806 13:11:23-!- Kwandulin [~Miranda@p200300760F314EF919712D2FB4244A89.dip0.t-ipconnect.de] has joined #wesnoth 20160806 13:14:20-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160806 13:17:34-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160806 13:19:38-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 258 seconds] 20160806 13:24:00-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160806 13:25:17-!- wario [~wario_@unaffiliated/wario] has quit [Read error: Connection reset by peer] 20160806 13:26:09-!- trewe [~trewe@2001:8a0:d119:3601:c37f:cae9:5148:3faa] has joined #wesnoth 20160806 13:33:35-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160806 14:07:53-!- Spixi [~chatzilla@pD9549FB4.dip0.t-ipconnect.de] has joined #wesnoth 20160806 14:09:54-!- Kwandulin [~Miranda@p200300760F314EF919712D2FB4244A89.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160806 14:14:44< hay207_> Hi guys, i got this error : error config: Multiple [unit_type]s with id=blaster2 encountered. 20160806 14:15:03< celticminstrel> Obviously you have duplicate units. 20160806 14:15:12< celticminstrel> Change your unit IDs. 20160806 14:15:20< celticminstrel> unit type IDs that is 20160806 14:16:20< hay207_> Should id of [unit_type] be unique across all addons ? 20160806 14:16:36< celticminstrel> Across all MP addons. 20160806 14:16:49< hay207_> Ok, thanks 20160806 14:17:21< celticminstrel> All MP addons are loaded at once, whereas SP campaigns are loaded only one at a time. 20160806 14:17:39< Spixi> Just add a prefix to the unit ids to make your ids unique 20160806 14:17:47< celticminstrel> Oh hi. 20160806 14:17:52< Spixi> Hi 20160806 14:20:08-!- Kwandulin [~Miranda@p200300760F314EF919712D2FB4244A89.dip0.t-ipconnect.de] has joined #wesnoth 20160806 14:20:08< Spixi> I did not introduce myself. I am software developer (primary ABAP and Java, but I also know C++) and I'd like to support Wesnoth a little. 20160806 14:29:12< celticminstrel> Eh, I never introduced myself either. ::P 20160806 14:29:14< celticminstrel> ^ :P 20160806 14:32:22< zookeeper> i've never introduced myself either. i don't think i'm going to start at this point, either :p 20160806 14:46:39-!- Bonobo [~Bonobo@2001:44b8:254:3200:6426:cc5b:946e:9133] has quit [Ping timeout: 264 seconds] 20160806 15:19:37-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has quit [Ping timeout: 258 seconds] 20160806 15:22:28-!- Kwandulin [~Miranda@p200300760F314EF919712D2FB4244A89.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160806 15:27:17-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has joined #wesnoth 20160806 15:28:35-!- Vadatajs [~Vadatajs@63-152-109-79.cdrr.qwest.net] has quit [Read error: Connection reset by peer] 20160806 16:07:27< hay207_> I need tester for my addon, just 5-10 minutes testing 20160806 16:10:13< hay207_> please 20160806 16:10:16< hay207_> :) 20160806 16:11:10< hay207_> Glen_: there? 20160806 16:11:51< hay207_> i deleted my old addon 20160806 16:33:20-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has quit [Ping timeout: 250 seconds] 20160806 16:37:39-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has quit [Ping timeout: 264 seconds] 20160806 16:49:58-!- Kwandulin [~Miranda@p200300760F314EF9CD7D45681A699BA6.dip0.t-ipconnect.de] has joined #wesnoth 20160806 17:12:19-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160806 17:15:35-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has joined #wesnoth 20160806 17:19:14-!- claymore2 [~hexchat@host86-165-240-131.range86-165.btcentralplus.com] has joined #wesnoth 20160806 17:22:19-!- Appleman1234 [~Appleman1@KD036012025251.au-net.ne.jp] has quit [Ping timeout: 252 seconds] 20160806 17:22:54-!- DeFender1031 [~DeFender1@46-116-114-128.bb.netvision.net.il] has joined #wesnoth 20160806 17:32:49-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160806 17:33:36-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160806 17:36:27-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Client Quit] 20160806 17:38:15-!- clavi [~clavi@163-172-10-77.rev.poneytelecom.eu] has quit [Ping timeout: 264 seconds] 20160806 17:42:49-!- clavi [~clavi@163-172-10-77.rev.poneytelecom.eu] has joined #wesnoth 20160806 17:43:16-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-58.zoominternet.net] has joined #wesnoth 20160806 17:51:27-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has quit [Ping timeout: 264 seconds] 20160806 17:51:28-!- Kwandulin [~Miranda@p200300760F314EF9CD7D45681A699BA6.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160806 17:53:45< hay207_> what 's grouping tag under [ai] ?, cannot find info about it in ai reference wml 20160806 18:07:22-!- Kwandulin [~Miranda@p200300760F314EF9CD7D45681A699BA6.dip0.t-ipconnect.de] has joined #wesnoth 20160806 18:08:33-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-58.zoominternet.net] has quit [] 20160806 18:10:11< aeth> My RPG is almost playable again... just need to finish most of the now very large map and add in all the spawns and fix the inventory. 20160806 18:10:28-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has joined #wesnoth 20160806 18:10:28< aeth> In theory a weekend's worth of stuff to do if I wasn't just doing about 10-30 min a day instead. 20160806 18:10:56< hay207_> what's your addon name? 20160806 18:11:03< aeth> It's not up yet 20160806 18:11:12< celticminstrel> hay207_: What you you mean by "grouping tag"? 20160806 18:11:16< aeth> working title is Aethaeryn's Mod, it's a very, very, very, very large RPG 20160806 18:11:27< aeth> So ambitiously huge I started work on it probably around 2010 20160806 18:11:44< celticminstrel> aeth: Let me know if you'd like me to try it out again. 20160806 18:12:08< aeth> celticminstrel: I haven't made many gameplay differences since I expanded the map about 6x (although I merged in some other maps so it's not as big as it seems) 20160806 18:12:19< aeth> celticminstrel: The main issue I think is that I need to add in fast travel for it to be playable now 20160806 18:12:52< hay207_> there is grouping=no statement under [ai] tag 20160806 18:12:54< aeth> Basically, I made a nice city map the size of the first map, but it was almost entirely city, so it wouldn't have made a good map, so I just merged most of the maps (all but one) together 20160806 18:13:18< aeth> celticminstrel: Did you play the version that was still mostly summoners as mini-bosses (spawning other units out of HP)? 20160806 18:13:38-!- trewe [~trewe@2001:8a0:d119:3601:c37f:cae9:5148:3faa] has quit [Ping timeout: 250 seconds] 20160806 18:13:40< celticminstrel> I don't remember. 20160806 18:13:43< aeth> I've largely abandoned that idea in favor of just spawning a ton of units. 20160806 18:13:48< celticminstrel> I remember there was a troll named Hug. 20160806 18:14:37< aeth> There will be several thousand units on the map because it's just that big... if I run into engine limitations I can progressively spawn them in over time by region as the players move 20160806 18:14:49< celticminstrel> hay207_: grouping=no is probably an old aspect that no longer does anything. 20160806 18:14:51< aeth> That's one reason why I'm doing the spawning through Lua, the other reason is so I can share the spawn code 20160806 18:15:06< hay207_> Ok 20160806 18:15:26< celticminstrel> I'm not sure what it would have done before. Maybe mattsc would know. 20160806 18:16:00< celticminstrel> BTW, we call that a "key" or "atribute", not a tag. 20160806 18:16:06< celticminstrel> A tag is in [square_brackets]. 20160806 18:16:10< celticminstrel> ^attribute 20160806 18:18:16< hay207_> can we call it subtag? 20160806 18:18:24< celticminstrel> Sure. 20160806 18:18:35< celticminstrel> If it's in [square_brackets]. 20160806 18:18:42< celticminstrel> Otherwise it's a "key" or "attribtue". 20160806 18:18:47< celticminstrel> ^attribute 20160806 18:20:37< DeFender1031> aeth, is this a 1 player rpg? 20160806 18:20:48< aeth> DeFender1031: 4ish player 20160806 18:21:17< DeFender1031> more dndish than wesnothish? 20160806 18:22:04< aeth> This is the current map, helpfully converted into an ugly jpg by imgur: https://i.imgur.com/57BKPsx.jpg 20160806 18:22:16< aeth> I think I am going to get rid of the giant drake head in the corner 20160806 18:22:23< aeth> The idea doesn't really work 20160806 18:22:31< DeFender1031> aeth, you are a madman. 20160806 18:22:35< aeth> Other than that, it's a matter of filling in details, mostly blank terrain and caves 20160806 18:22:36< celticminstrel> Drake head? 20160806 18:22:47< aeth> celticminstrel: southeast 20160806 18:22:52< aeth> that's the drake city location 20160806 18:23:05< celticminstrel> I see... 20160806 18:23:11< DeFender1031> aeth, but this is beautiful 20160806 18:23:19< celticminstrel> There should be volcanoes there. 20160806 18:23:33< aeth> celticminstrel: there are, the map is just too large for you to see them at this zoom level 20160806 18:23:43< aeth> also the red got turned into brown by the jpegification 20160806 18:24:28-!- Appleman1234 [~Appleman1@KD036012025251.au-net.ne.jp] has joined #wesnoth 20160806 18:25:05< aeth> This is possibly the most complicated map made in Wesnoth, definitely one of the top 10 20160806 18:25:46< DeFender1031> aeth, is there a terrain type you DIDN'T use somewhere on this map? 20160806 18:25:58< DeFender1031> (aside from the hacky invisible overlays) 20160806 18:26:11< aeth> DeFender1031: probably a castle type... 20160806 18:26:26< aeth> also the new dev version terrain 20160806 18:26:42< aeth> this is 1.12, and doesn't run fast enough in 1.13 currently, or at least when I last tried it 20160806 18:26:47< aeth> some performance regression on large maps 20160806 18:26:50< DeFender1031> right. 20160806 18:27:42< aeth> DeFender1031: I only use beaches in the southeast on that island in the chasm thing so that's kind of cheating 20160806 18:28:03< aeth> I think I only use one type of windmill (there's a village and a not-village, it would be confusing to use both) 20160806 18:28:51< hay207_> i found some wrong data in this wesnoth folder, units>monsters>tentacle , movement_type=float 20160806 18:29:13< DeFender1031> hay207_, why do you think this is wrong? 20160806 18:29:30< hay207_> The correct data should be : movement_type=swimmer 20160806 18:29:44< hay207_> As the mermen 20160806 18:29:50< aeth> DeFender1031: I don't use beam of light and I don't use the tent keep for wooden forts (or the snowy version) and I don't use snowy hut 20160806 18:30:02< DeFender1031> hay207_, no, that's a different movement type. 20160806 18:30:12< aeth> But for the most part, I'd like to have about twice as many terrains because there's not enough variety in the map 20160806 18:30:25< celticminstrel> float is a flying movetype. 20160806 18:30:37< celticminstrel> It sure seems weird to use that for the Tentacle of the Deep, but... 20160806 18:30:46< celticminstrel> I can sort of see some justification? 20160806 18:30:52< celticminstrel> The tentacle is not a single creature. 20160806 18:31:03< celticminstrel> It's an extension of some larger creature that's out of sight. 20160806 18:31:27< hay207_> Well, float movetype won't work in my map 20160806 18:31:35< celticminstrel> Why? 20160806 18:31:52< DeFender1031> celticminstrel, correction, it has "flies=true" but it only has water type hexes set. pretty sure "flies" only means that it doesn't get submerge graphics. 20160806 18:31:52< hay207_> idk 20160806 18:32:12< DeFender1031> hay207_, tentacles can't leave the water. maybe that's what you're seeing? 20160806 18:32:42< celticminstrel> DeFender1031: flies=yes means that its height is not adjusted based on the terrain it's standing on. 20160806 18:32:45< aeth> DeFender1031: and yeah this map is more DnDish than Wesnothish... there's 1 player who controls the world (can change terrain, can spawn, etc.) and 4-6 players who move around in it. 20160806 18:32:51< hay207_> Float 's supposed to work on river ford ? 20160806 18:32:54< DeFender1031> celticminstrel, ah yes. still, it makes sense for tentacle. 20160806 18:32:57< celticminstrel> But you're right, it only has water movement. 20160806 18:33:03< DeFender1031> hay207_, no. 20160806 18:33:26< DeFender1031> aeth, right, i now recall you mentioning this a few weeks ago. 20160806 18:33:41< celticminstrel> DeFender1031: Ford is aliasof flat and shallow water. 20160806 18:33:50< mattsc> hay207_, celticminstrel: grouping is still an active aspects and it is explained on the same page as all the other aspects: https://wiki.wesnoth.org/AiWML#List_of_AI_Aspects 20160806 18:34:03< celticminstrel> So I think that means you get the best movement of the two, or something? 20160806 18:34:28< mattsc> It’s rarely used though and not particulalrly useful 20160806 18:34:30< celticminstrel> mattsc: Oh, I guess he didn't look closely enough. 20160806 18:34:37< DeFender1031> hay207_, a ford has ground uner it. the idea of a tentacle is that it's attached to some submerged creature, and therefore can't be anywhere but in water where the rest of the creature could be below it. 20160806 18:35:14< hay207_> mattsc: i was sure i read it before :) 20160806 18:35:35< DeFender1031> celticminstrel, hmm... good point. Not sure then. 20160806 18:36:55-!- Kwandulin [~Miranda@p200300760F314EF9CD7D45681A699BA6.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160806 18:37:25< hay207_> tentacle can move on ford , right? 20160806 18:37:35< celticminstrel> Seems like it. 20160806 18:37:57< celticminstrel> Since it can move on shallow water, it can move on ford. 20160806 18:38:24< hay207_> well, then, why not specify "swimmer" then 20160806 18:38:33< celticminstrel> Because then it can also go on land. 20160806 18:38:50< hay207_> ok 20160806 18:38:56< hay207_> true 20160806 18:39:34< celticminstrel> Actually, thinking about it, wouldn't it make more sense for it to have a movement cost of 2 in shallow water? After all, it's the tentacle of the deep, so it should be best in deep water, right? (Though, looks like the boats also have the float movement type, so I guess that wouldn't make so much sense for them.) 20160806 18:39:39< DeFender1031> hay207_, also, Might I offer a bit of advice when asking for help which might get on peoples' nerves less? Try to be a little less demanding and self-assured. Things like insisting that someone test something even though they already know what they're talking about or coming in here and insisting that something in the game is "wrong" just because it's not how you want it for your scenario come off as somewhat hostile. Instead, 20160806 18:39:40< DeFender1031> perhaps you could do things like ask why a person knows something won't work even without testing, or asking why the game does something the way it does. 20160806 18:40:05-!- claymore2 [~hexchat@host86-165-240-131.range86-165.btcentralplus.com] has left #wesnoth ["Leaving"] 20160806 18:40:47< DeFender1031> celticminstrel, the tentacle only has 2 move points to begin with... 20160806 18:41:17 * celticminstrel shrug 20160806 18:41:36< hay207_> Where to find info about float movement type ? want to know why it won't work in my map 20160806 18:42:05< celticminstrel> data/core/units.cfg 20160806 18:42:16< hay207_> yes, in wiki 20160806 18:42:34< celticminstrel> I doubt there's info on the float movement type on the wiki. 20160806 18:43:05< celticminstrel> The UnitsWML page describes the format of a movetype though, if that's what you need. 20160806 18:43:12< DeFender1031> hay207_, most of the specific data that exists in the game is a matter of just looking at the code for it. 20160806 18:43:32< DeFender1031> right. the wiki documents HOW the code works, not WHAT the code is. 20160806 18:43:52< hay207_> Ok 20160806 18:48:36< hay207_> defender, i asked after testing it in my map 20160806 18:48:47< hay207_> Anyway, thanks 20160806 18:50:16< hay207_> No one'angry 20160806 18:51:37< DeFender1031> hay207_, no, no one is angry, just trying to give you some friendly advice so it stays that way. :) 20160806 18:52:44< hay207_> I made 2 addons so far :), with help ofc 20160806 18:53:54< DeFender1031> hay207_, I was once a frustrated beginner too, and I understand where you're coming from. I got kicked out of a few chat channels for being too demanding before I learned the proper balance between asking and demanding. Just trying to pass on that wisdom to help you out, that's all. 20160806 18:54:51< celticminstrel> Nobody is angry, but at least one person is mildly annoyed. 20160806 18:55:39< celticminstrel> Or something like that. 20160806 18:56:06< hay207_> Can i upload an edited version of my addon, without changing version number 20160806 18:56:22< celticminstrel> You can. 20160806 18:56:35< celticminstrel> It might be considered bad practice, but there's nothing to stop you. 20160806 18:56:59< hay207_> And people should then reinstall addon? 20160806 18:58:17< celticminstrel> Well, the thing is that if you don't change the version number, people might not realize that it has changed and may not bother to update it. 20160806 18:58:29< mattsc> I’m not mildly annoyed any more, in case I am who that’s referring to. :) [and other things going on that morning actually had way more to do with that] 20160806 18:59:30< mattsc> hay207_: did you get your AI questions sorted out? 20160806 18:59:31< DeFender1031> mattsc, I assumed celticminstrel was either referring to himself or me actually... 20160806 19:00:19< mattsc> DeFender1031: okay (I just got back and haven’t read up on everything yet) 20160806 19:00:22< hay207_> Yes 20160806 19:00:42< mattsc> hay207_: okay, good 20160806 19:01:13 * celticminstrel was decidedly not referring to mattsc. 20160806 19:01:23-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160806 19:01:53< hay207_> Sometimes i find AI little slow to move to a target through a spiral pathway, 20160806 19:01:58< mattsc> celticminstrel: alright then (no offense taken by that either, but the way) 20160806 19:02:15< hay207_> the pathway can be partially blocked 20160806 19:03:36< DeFender1031> btw, mattsc, can i tell you about the two cases that i know i'm already going to need ai tweaks for now? (I might need more later, but i have two already that I know, and I don't know how complicated AI is, whether you'll be able to give immediate answers or need time to think on it) 20160806 19:03:36< mattsc> hay207_: exactly understanding how the AI works is not easy; even a lot of long-time players and UMC authors still have lots of misconceptions 20160806 19:03:37< celticminstrel> Well, pathfinding is inherently slow... 20160806 19:03:40< mattsc> it takes seom time 20160806 19:04:24< mattsc> DeFender1031: whatever works best for you. I’ll have to run off in a few minutes though (but will stay logged on). 20160806 19:04:34< DeFender1031> ah 20160806 19:04:43< hay207_> I guess i should edit my map then , to make the maze easier 20160806 19:04:46< DeFender1031> should i go to PM so it won't get lost in the backlog? 20160806 19:05:42< celticminstrel> He can check the public logs if it does. 20160806 19:05:51< mattsc> DeFender1031 Either way’s fine by me; since this channel is logged it’s easy to pull it out later 20160806 19:05:57< mattsc> right 20160806 19:06:07< DeFender1031> alright 20160806 19:06:14< mattsc> So it depends more on whether you want others to see it also 20160806 19:06:15< DeFender1031> good point 20160806 19:06:18< DeFender1031> hmm 20160806 19:06:49< DeFender1031> yeah, then actually i'll go private because one of the justifications for why i'm doing something is a bit of a spoiler. 20160806 19:07:13< DeFender1031> (not that I think anyone who cares will read the log and come across it, but whatever.) 20160806 19:08:00< hay207_> Can i install 2 different instances of wesnoth on my linux computer? 20160806 19:08:23< hay207_> Because i want to test for oos errors 20160806 19:09:50< hay207_> i guess i shall compile the second instance 20160806 19:16:48< DeFender1031> you don't have to install two separate 20160806 19:16:55< DeFender1031> you can just run wesnoth twice 20160806 19:17:00< DeFender1031> (in two separate windows) 20160806 19:18:56< Ravana_> but you can install many, should you want to 20160806 19:19:04< DeFender1031> of course. 20160806 19:19:10< DeFender1031> it's just overkill here. 20160806 19:19:40< Ravana_> not really, I try to test both for oos when both have addon, and when one has 20160806 19:21:52-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has quit [Ping timeout: 240 seconds] 20160806 19:21:52< hay207_> Can i Install the second through software manager? 20160806 19:21:55-!- Kwandulin [~Miranda@p200300760F314EF904CAE11B43EFF652.dip0.t-ipconnect.de] has joined #wesnoth 20160806 19:22:54< hay207_> Using ubuntu OS 20160806 19:43:44-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160806 19:47:07-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has joined #wesnoth 20160806 19:54:18-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160806 20:07:46-!- Kwandulin [~Miranda@p200300760F314EF904CAE11B43EFF652.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160806 20:25:42-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has joined #wesnoth 20160806 20:33:11-!- lipkab [~the_new_l@apn-94-44-253-27.vodafone.hu] has quit [Ping timeout: 244 seconds] 20160806 20:37:43 * hay207_ loves bfw 20160806 20:47:07-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160806 20:51:45< celmin> Aside from the [command] issue, I'm not seeing what part of 18ec4a15 made it necessary to be [for]. 20160806 20:51:52< celmin> Maybe I'm missing something. 20160806 20:52:05< zookeeper> wrong channel 20160806 20:52:12< celmin> Ah, whoops. 20160806 20:53:49< DeFender1031> that would explain why I didn't understand anything about that sentence. 20160806 20:54:01< celmin> Heh. 20160806 21:05:21-!- Spixi [~chatzilla@pD9549FB4.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20160806 21:09:52-!- Spixi [~chatzilla@pD9549FB4.dip0.t-ipconnect.de] has joined #wesnoth 20160806 21:42:49-!- Appleman1234_ [~Appleman1@KD036012021004.au-net.ne.jp] has joined #wesnoth 20160806 21:44:03-!- Appleman1234 [~Appleman1@KD036012025251.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20160806 21:54:30-!- Appleman1234_ is now known as Appleman1234 20160806 22:00:04-!- RatArmy [~RatArmy@om126212092091.11.openmobile.ne.jp] has quit [Ping timeout: 260 seconds] 20160806 22:09:24-!- hay207_ [~hay207@41.34.47.39] has quit [Ping timeout: 258 seconds] 20160806 22:10:21-!- hay207_ [~hay207@41.34.62.34] has joined #wesnoth 20160806 22:42:30< hay207_> Hi guys, i installed the kill bounty modification, it works but it also gives gold to AI , can someone modify the addon so that only the human players get gold for kills , ? 20160806 22:44:07< celmin> Why? 20160806 22:45:37< hay207_> i want to use this mod with wc campaign 20160806 22:45:56< hay207_> World conquest* 20160806 22:46:22< DeFender1031> hay207_, another friendly reminder, remember what I said earlier about being less demanding? That question right there was a good example of what not to do. 20160806 22:47:54< hay207_> i am just suggesting an idea 20160806 22:48:46< DeFender1031> hay207_, people here are generally very helpful when you have a specific question about specific WML, but tend to get annoyed at things like "someone do this for me". In general, "i want to do this myself but need help" goes a lot father than "i want this thing, someone else do it for me". 20160806 22:48:51< DeFender1031> farther* 20160806 22:49:27< DeFender1031> hay207_, in that case, i recommend phrasing things to sound more like suggestions than demands. 20160806 22:50:16-!- Spixi [~chatzilla@pD9549FB4.dip0.t-ipconnect.de] has left #wesnoth [] 20160806 23:05:12-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20160806 23:16:42-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has joined #wesnoth 20160806 23:17:19< Glen_> What folder are the images of dead units in the core data of Wesnoth? 20160806 23:18:19< hay207_> Glen_: hi 20160806 23:22:36< DeFender1031> Glen_, dead or undead? 20160806 23:26:25< Glen_> hey 20160806 23:26:32< Glen_> I meant dead unit images 20160806 23:26:38< Glen_> like the corpse of a spearman 20160806 23:27:02< hay207_> in the corpse mod you mean? 20160806 23:27:06< janebot> Tweet (by @Wesnoth) @fmorales1980 Not at this time, no. [ https://twitter.com/Wesnoth/status/762067504197799936 ] 20160806 23:27:26< celmin> It's vaguely annoying how we only see half the conversation here. 20160806 23:28:03< vultraz> I don't think janebot is set up to report all mentions 20160806 23:28:24< celmin> Well, honestly it probably shouldn't report mentions. 20160806 23:28:34< celmin> And at least we can see the whole conversation by clicking the link. 20160806 23:47:43-!- hay207__ [~hay207@41.34.1.11] has joined #wesnoth 20160806 23:48:30-!- hay207_ [~hay207@41.34.62.34] has quit [Ping timeout: 244 seconds] --- Log closed Sun Aug 07 00:00:48 2016