--- Log opened Sun Aug 14 00:00:56 2016 20160814 00:06:13< Glen_> It's not for a specific unit, I meant if the player recruits any type of unit 5 times it should be removed from the recruit list 20160814 00:06:44< zookeeper> i know 20160814 00:07:23< Glen_> then in the recruit event, what is the filter for the type? 20160814 00:07:37< zookeeper> ...type=? 20160814 00:11:52< Glen_> ok nvm I understand now 20160814 00:13:16-!- RatArmy [~RatArmy@om126229084035.12.openmobile.ne.jp] has joined #wesnoth 20160814 00:14:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 265 seconds] 20160814 00:33:42-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 00:44:05-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 00:47:14< aeth> Wow, it's one thing to work on a map slowly over months to years, it's another to watch it come alive. 20160814 00:47:48< aeth> I might try to push myself to get it playable again *very* soon just so I can see what a game on this large map is like. 20160814 00:47:48-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 250 seconds] 20160814 00:47:49-!- noy_ is now known as noy 20160814 01:04:08-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 265 seconds] 20160814 01:08:24-!- Bonobo [~Bonobo@2001:44b8:254:3200:d11b:3bfd:7ec5:f550] has joined #wesnoth 20160814 01:11:37-!- hay207_ [~hay207@41.34.21.42] has joined #wesnoth 20160814 01:15:44-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 265 seconds] 20160814 01:16:59-!- hay207_ [~hay207@41.34.21.42] has quit [Ping timeout: 258 seconds] 20160814 01:33:27-!- Bonobo [~Bonobo@2001:44b8:254:3200:d11b:3bfd:7ec5:f550] has quit [Ping timeout: 264 seconds] 20160814 01:33:34-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 01:34:23-!- Bonobo [~Bonobo@2001:44b8:254:3200:8c9b:2fb9:235a:865c] has joined #wesnoth 20160814 01:38:09-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 01:42:11-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 01:43:21< hay207__> Hi celmin 20160814 01:43:33< celmin> Agh! 20160814 01:43:42< hay207__> :) 20160814 01:44:08< celmin> :| 20160814 01:45:13< hay207__> i created a variable in [unit] when the unit first spawns, 20160814 01:45:18< hay207__> how to check against that variable in filter_condition 20160814 01:46:11< celmin> What's the point in telling you if you're just going to forget it all the next day? (I'm 99% sure this question has been asked and answered already.) 20160814 01:46:59< hay207__> what i asked to check against an automatically stored variable 20160814 01:47:14< hay207__> i remember that 20160814 01:47:30< celmin> So you're under the bizarre impression that there is a difference between an automatically stored variable and an explicitly set variable? 20160814 01:51:13-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 01:54:40-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:03:43-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:07:08-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:09:52-!- RatArmy [~RatArmy@om126229084035.12.openmobile.ne.jp] has quit [Ping timeout: 265 seconds] 20160814 02:11:08-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:14:32-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:14:39-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:18:58-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:25:16-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:29:21-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:29:48-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:33:09-!- wario [~wario_@unaffiliated/wario] has quit [Ping timeout: 276 seconds] 20160814 02:33:35-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:34:27-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 02:41:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160814 02:41:08-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:45:04-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:47:03-!- ArneBab_ [~quassel@55d443e7.access.ecotel.net] has joined #wesnoth 20160814 02:50:15-!- Bonobo [~Bonobo@2001:44b8:254:3200:8c9b:2fb9:235a:865c] has quit [Ping timeout: 264 seconds] 20160814 02:50:47-!- Bonobo [~Bonobo@ppp118-210-92-241.lns20.adl2.internode.on.net] has joined #wesnoth 20160814 02:50:51-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:52:00-!- ArneBab [~quassel@55d46f9b.access.ecotel.net] has quit [Ping timeout: 276 seconds] 20160814 02:54:30-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:58:25-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160814 02:59:11-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 02:59:39-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 02:59:44-!- hay207__ [~hay207@41.34.21.42] has quit [Read error: Connection reset by peer] 20160814 03:03:01-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 03:22:23-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160814 03:29:52-!- Vadatajs [~Vadatajs@63-152-109-79.cdrr.qwest.net] has quit [Read error: Connection reset by peer] 20160814 03:45:32-!- Kwandulin [~Miranda@p200300760F35BFDD5CBB3324979580BA.dip0.t-ipconnect.de] has joined #wesnoth 20160814 03:51:00-!- RatArmy [~RatArmy@om126229084035.12.openmobile.ne.jp] has joined #wesnoth 20160814 03:51:03-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160814 03:55:46-!- zachquest [~zachquest@162.216.46.82] has quit [Ping timeout: 252 seconds] 20160814 03:59:22-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160814 04:11:36-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160814 04:13:23-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160814 04:14:23-!- DMG-LP [~damage@pool-108-29-130-218.nycmny.fios.verizon.net] has quit [Quit: Leaving] 20160814 04:26:58-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160814 04:29:14-!- oldlaptop [~quassel@50.36.241.195] has quit [Ping timeout: 250 seconds] 20160814 04:32:03< aeth> Is there a way to access check_passability in the Lua to check the passability of something in new stuff I'm writing or do I have to reinvent the wheel? 20160814 04:32:19< aeth> I notice a lot of WML tags have that as a thing 20160814 04:35:46-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160814 04:37:12-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160814 04:39:39-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160814 04:52:03-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160814 04:53:36-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160814 05:03:29-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160814 05:28:34-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has quit [Quit: Page closed] 20160814 05:39:27-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 05:56:45-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160814 05:57:54-!- RatArmy [~RatArmy@om126229084035.12.openmobile.ne.jp] has quit [Ping timeout: 276 seconds] 20160814 06:31:27-!- hay207__ [~hay207@41.34.21.42] has quit [Quit: Konversation terminated!] 20160814 06:31:42-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 06:47:07-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 06:47:47-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 265 seconds] 20160814 06:47:47-!- noy_ is now known as noy 20160814 07:28:52-!- Kwandulin [~Miranda@p200300760F35BFDD5CBB3324979580BA.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160814 07:33:18-!- Kwandulin [~Miranda@p200300760F35BFFF9111758D011FB323.dip0.t-ipconnect.de] has joined #wesnoth 20160814 08:02:36-!- Kwandulin [~Miranda@p200300760F35BFFF9111758D011FB323.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160814 08:52:30-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160814 09:01:21-!- Kwandulin [~Miranda@p200300760F35BFFFF9A3D25061021ED0.dip0.t-ipconnect.de] has joined #wesnoth 20160814 09:07:34-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160814 09:09:24-!- wario [~wario_@unaffiliated/wario] has quit [Client Quit] 20160814 09:20:30< hay207__> zookeeper: i modified my code, will you revise it 20160814 09:20:34< hay207__> http://pastebin.com/qEAadXHL 20160814 09:21:23< zookeeper> no 20160814 09:21:50< hay207__> zookeeper: i 'm trying to learn 20160814 09:33:36-!- hay207__ [~hay207@41.34.21.42] has quit [Quit: Konversation terminated!] 20160814 09:33:52-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 09:39:29-!- hay207__ [~hay207@41.34.21.42] has quit [Quit: Konversation terminated!] 20160814 09:39:43-!- hay207__ [~hay207@41.34.21.42] has joined #wesnoth 20160814 09:51:15-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160814 09:55:18-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160814 10:12:00-!- DeFender1031 [~DeFender1@46-116-114-128.bb.netvision.net.il] has joined #wesnoth 20160814 10:13:35< DeFender1031> hmm... in SoF, it's said that the ruby was eventually cut, but it's never said what happened to the shards which were cut off, is it? 20160814 10:17:34< zookeeper> correct 20160814 10:20:05< DeFender1031> so it would not be an illegitimate use of canon for such a shard to make an appearance in a story somewhere... 20160814 10:20:41< zookeeper> yeah, seems reasonable 20160814 10:21:49< DeFender1031> excellent 20160814 10:23:22< hay207__> Hi DeFender1031, 20160814 10:23:22< zookeeper> dunno what small shards like that would do though. maybe they'd act as really good flint-like thing for starting a fire? :P 20160814 10:24:40< DeFender1031> how's it going, hay207__? 20160814 10:24:56< hay207__> I tried what you have said earlier, this's my latest code 20160814 10:25:03< hay207__> http://pastebin.com/qEAadXHL 20160814 10:25:21< hay207__> What i did is 20160814 10:25:21< DeFender1031> zookeeper, oh, I think I can come up with a far more powerful use for one than that... ;) 20160814 10:25:39< Ravana_> if you actually posted it to wml workshop, I would look it too 20160814 10:26:04< hay207__> created a variable in [unit], then stored it, then checked against 20160814 10:26:52< Ravana_> therefore it is unit variable not global one 20160814 10:27:32< DeFender1031> hay207__, you're on the right track, though naming the variable with the value as part of the name seems redundant. You probably just want a variable called "starting area" which has a value from 1 to 3 (i think you said there were 3 spawning areas?) and then check against that when necessary to know which area the unit came from. 20160814 10:30:04< hay207__> Ok, good idea 20160814 10:30:25-!- Vadatajs [~Vadatajs@63-152-109-79.cdrr.qwest.net] has joined #wesnoth 20160814 10:42:48-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160814 11:05:05-!- louis94 [~~louis94@91.178.242.159] has joined #wesnoth 20160814 11:16:32< DeFender1031> Is there a way to make an event automatically include itself in all scenarios? 20160814 11:21:20< zookeeper> kinda 20160814 11:22:13< zookeeper> put it in a unit type that will be in every scenario (from the beginning), and/or add a piece of lua that adds (and immediately kills) such a unit in every scenario, or something. 20160814 11:22:33< zookeeper> or you can put them in [campaign] 20160814 11:23:01< zookeeper> or at least i think that was supposed to work now 20160814 11:24:05< zookeeper> well, not in 1.12 probably 20160814 11:24:21< DeFender1031> won't the lua itself need to somehow be namually added to every scenario though? 20160814 11:24:35< DeFender1031> manually* 20160814 11:24:59< zookeeper> nope, a top-level [lua] tag is enough... at least in 1.13. again, not sure about 1.12. 20160814 11:25:18-!- louis94 [~~louis94@91.178.242.159] has quit [Quit: Konversation terminated!] 20160814 11:25:53< Ravana_> toplevel Lua has to be enough in 1.12 too, unforgiving hardcore is implemented with it 20160814 11:26:04-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160814 11:26:19< zookeeper> but if you're making a campaign, just add an include for a file containing those events in every scenario, there's nothing wrong with that really. 20160814 11:26:40-!- louis94 [~~louis94@91.178.242.159] has joined #wesnoth 20160814 11:29:29< zookeeper> that's what i'd always do in 1.12. in 1.13 i'd put the events in [campaign]. 20160814 11:30:20< DeFender1031> zookeeper, it's annoying to have to copy the include into each new campaign file. 20160814 11:30:32< DeFender1031> er 20160814 11:30:37< DeFender1031> s/campaign/scenario 20160814 11:31:17< zookeeper> seems like an inconsequential amount of annoyingness to me 20160814 11:31:33< DeFender1031> it is, but if i can avoid it, why not? 20160814 11:31:58< zookeeper> because in the last 15 minutes you'd have done it for a 100 scenarios already :p 20160814 11:37:52-!- louis94 [~~louis94@91.178.242.159] has quit [Ping timeout: 240 seconds] 20160814 11:53:13-!- atomicbomb [~atomicbom@36.84.64.61] has joined #wesnoth 20160814 11:53:18-!- oldlaptop [~quassel@50-37-41-79.mskg.mi.frontiernet.net] has joined #wesnoth 20160814 12:18:55< hay207__> DeFender1031: here's my latest code, i indented it nicely 20160814 12:19:04< hay207__> http://pastebin.com/92xj30Ym 20160814 12:25:19< hay207__> i changed place of variables, putting them inside [modify_unit] instead of [unit] 20160814 12:26:59< Ravana_> you still try to access unit variable as global variable 20160814 12:29:19< hay207__> i put the variable in [set_variable] then ? 20160814 12:42:54< Ravana_> notepad++ crashed while saving and deleted entire file content 20160814 12:43:02< Ravana_> really good I had it set up to backup every 7 sec 20160814 12:49:40-!- Bonobo [~Bonobo@ppp118-210-92-241.lns20.adl2.internode.on.net] has quit [Ping timeout: 250 seconds] 20160814 12:57:28-!- Kwandulin [~Miranda@p200300760F35BFFFF9A3D25061021ED0.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160814 13:06:10-!- louis94 [~~louis94@91.178.242.159] has joined #wesnoth 20160814 13:11:34-!- louis94 [~~louis94@91.178.242.159] has quit [Quit: Konversation terminated!] 20160814 13:45:46-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160814 13:55:02-!- Kwandulin [~Miranda@p200300760F35BFFF4C1CAF24705E639B.dip0.t-ipconnect.de] has joined #wesnoth 20160814 14:00:11-!- atomicbomb [~atomicbom@36.84.64.61] has quit [Quit: Leaving] 20160814 14:07:58-!- Narrat [~Narrat@p5B15DCFC.dip0.t-ipconnect.de] has joined #wesnoth 20160814 14:24:37-!- oldlaptop [~quassel@50-37-41-79.mskg.mi.frontiernet.net] has quit [Ping timeout: 250 seconds] 20160814 14:39:53-!- Shiki [~Shiki@HSI-KBW-149-172-220-18.hsi13.kabel-badenwuerttemberg.de] has joined #wesnoth 20160814 15:12:14-!- Shiki [~Shiki@HSI-KBW-149-172-220-18.hsi13.kabel-badenwuerttemberg.de] has quit [Remote host closed the connection] 20160814 15:16:32-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 15:18:39-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 244 seconds] 20160814 15:18:39-!- noy_ is now known as noy 20160814 15:25:24-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160814 15:38:52-!- Kwandulin [~Miranda@p200300760F35BFFF4C1CAF24705E639B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160814 15:46:19-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160814 16:29:17-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160814 16:45:09-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160814 16:45:53-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160814 16:50:11-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160814 16:51:36-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160814 17:11:34-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20160814 17:41:51< aeth> I need to populate 6 more areas and then I have enough for a playtest, probably. I'll also need to finish teleporters; I'm about 2/3 of the way to implementing them 20160814 17:42:51< aeth> just over 1000 units placed so far... 20160814 17:44:54< celmin> I'd like to test this, but I can't help wondering if my computer could handle it with such a huge map... 20160814 17:45:16< aeth> celmin: disable map/idle/standing animations in preferences and it takes half as much CPU 20160814 17:45:43< aeth> celmin: CPU also seems to depend on zoom level, units present on screen, and speed of scrolling 20160814 17:45:59< aeth> So you might have to play it at 200% if your resolution is too big for your CPU 20160814 17:46:23< aeth> I only get 100% at full zoom out (5% or so) but I do have an i7-4790k 20160814 17:46:54< aeth> It looks like it does get to around 85% at 55% zoom around the main city, which is the most populated area 20160814 17:47:45< aeth> celmin: It's possible some computers can't handle the actual unit spawning process, which is why I've spawned all the units in Lua and sorted the units by general area. If I have to, I can have it progressively spawn in units over time instead of spawning them all in at once 20160814 17:47:45< Polsaker> what are you creating? 20160814 17:48:32< aeth> Polsaker: possibly the most ambitious UMC ever made for Wesnoth, which is why I had to come back to it after a few years because it was beyond my ability when I started 20160814 17:49:08< aeth> Polsaker: it's an open world, large map RPG with a tabletop-style game master controlling the NPCs/mobs, allowing basically infinite variations of games on the same map 20160814 17:49:17< aeth> Since you'll never go to all of the map, and the host can change around what happens each time 20160814 17:49:33< aeth> Mostly because I found the replayability pretty low on the existing RPGs 20160814 17:51:41< aeth> Polsaker: it was originally supposed to be an MP RPG but I merged about 5 maps into one huge 400x200 map and filled in the gaps (I think the maps only used about half of the space, if that) 20160814 17:52:06-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160814 17:56:16< DeFender1031> aeth, have I told you yet how insane I think you are? (In the most positive sense, of course.) 20160814 17:57:14< aeth> thanks 20160814 17:58:39< aeth> by the way, the map is designed so that it could easily be expanded to the south (400x400?) 20160814 17:59:00< aeth> I don't have enough ideas to fill it in, though, and I'd really be pushing the Wesnoth engine 20160814 17:59:21< aeth> I might have to find ways to cut the world population as it is now 20160814 18:00:08< aeth> a battle for the city of Labaenry would probably take two RL days since moving many units in Wesnoth is not easy or fast 20160814 18:00:28< DeFender1031> aeth, you may want to consider loading and unloading by zones 20160814 18:01:39< aeth> loading by zones would be easy. unloading/reloading would be hard. 20160814 18:01:48< DeFender1031> like, have the map sectioned off into areas, and if the last player-controlled unit leaves an area, store_unit all of the units in that area so they're not in active processing. Likewise, when a unit moves into an area, unstore all units for that area. 20160814 18:02:15< DeFender1031> aeth, not really. it's just a couple of events, a store_unit, and an unstore_unit loop 20160814 18:02:37< DeFender1031> aeth, i could write that code in my sleep. All you'd need to do is define the areas. 20160814 18:04:37< DeFender1031> if it were me, i'd just separate the map into a set of larger hexes (each, say, 25 hexes across) and only have loaded the area that the players are currently in, as well as the 6 areas directly adjacent. 20160814 18:05:24< DeFender1031> though you may want the areas to be more geographically-defined based on the layouts of specific map areas 20160814 18:05:36< DeFender1031> either way though, it shouldn't actually be that hard to do 20160814 18:06:30< DeFender1031> i guess it'd actually be, store the units from the areas no longer adjacent to an area the player's units are in. 20160814 18:06:49< DeFender1031> but the point is, it shouldn't be too hard to do 20160814 18:10:42< aeth> DeFender1031: I have named towns/cities. From south to north along the west river (commas are west to east): Fort Owidd, Luddoc; Blynaerth; Fortress Aethylcyn, South Labaenry; Labaenry (the big city); Seoraedd, Fort Gurran, Elabril; Wesrheon, East Rheon, Deranion; Sellyn, ... ..., Fort Garn; 20160814 18:10:52< aeth> Names are generated and subject to change 20160814 18:11:34< aeth> there's also a Dwarvish City, an Orcish City, a mountain town, three desert towns/cities, an orcish town, and more 20160814 18:11:37< aeth> but that's the populated area 20160814 18:11:44< DeFender1031> aeth, does that change any of what i said? 20160814 18:12:05< aeth> DeFender1031: what I'm saying is that I have more of a "zone" thing going on than a hex division of the map 20160814 18:12:20< aeth> I can say that something belongs to Labaenry or the fortifications to the west of Labaenry etc 20160814 18:12:22< DeFender1031> fine, that's doable too 20160814 18:12:46< DeFender1031> you'd just have to define the zones somewhere 20160814 18:12:56< DeFender1031> probably also adjacent zones. 20160814 18:13:41< aeth> one problem is that Labaenry is pretty massive even when broken up into many zones 20160814 18:13:51< aeth> and there is a plausible reason for e.g. moving units from one part to another 20160814 18:14:02< DeFender1031> right 20160814 18:14:17< aeth> Labaenry might have 300-450 just in its general area, of the 900 or so npcs 20160814 18:14:35< aeth> one of the reasons I merged the maps is because I liked that map but it would be pretty boring to be a standalone map 20160814 18:15:21< aeth> Arguably, every human settlement on the river is a suburb of the main city 20160814 18:15:48< DeFender1031> well, if you want, i can take a look and see what i can come up with in terms of zone loading. 20160814 18:16:04< aeth> I don't need to do zone loading yet afaik 20160814 18:16:09< DeFender1031> okay 20160814 18:17:00< DeFender1031> i could actually probably do zone loading code independantly, and in a portable way so you can just change some variables around and drop it in if necessary... I might go ahead and do so anyway just for the fun of it, even if you don't want to use it 20160814 18:17:57< aeth> what would probably be *really* needed for this sort of thing is map zone loading too 20160814 18:18:01< aeth> this pushes Wesnoth's engine 20160814 18:19:44< Polsaker> aeth: ohhhh 20160814 18:19:48< Polsaker> that's awesome 20160814 18:20:15< DeFender1031> right, though that would be far more difficult to code. It's certainly doable, but you'd have to break the map up into smaller overlapping maps and have an event that calls [replace_map] and repositions the units, storing any which are now offscreen whenever someone gets near an edge. 20160814 18:20:28< aeth> https://imgur.com/4zqvoTO 20160814 18:20:38< aeth> this is the minimap with the white rectangle roughly on the main city 20160814 18:20:48< aeth> Teal is mostly just humans right now 20160814 18:20:56< aeth> And it's mostly the west of the river 20160814 18:22:20< aeth> I guess you could argue that there are four actual areas for the humans on this river right now... Rheon (northeast), Sellyn (northwest), Labaenry (center), and Blynaerth-Luddoc (south) 20160814 18:22:50< aeth> Even if I have to cut the population and zone optimize, it is really cool seeing the world population as it is right now 20160814 18:29:56-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160814 18:35:29< DeFender1031> aeth, everything about this is really cool, aside from the performance limitations. 20160814 18:37:22< aeth> DeFender1031: do you want to connect to the MP server and see how much the scenario uses of your CPU? 20160814 18:38:54< DeFender1031> aeth, to tell you the truth, i've never joined the MP server. I'd love to see this in action, but I'm not sure how to do so. 20160814 18:38:57< aeth> I don't have the teleportation menu working yet (teleporting does work, though) so it's not really playable atm given the size of the map 20160814 18:39:09< aeth> DeFender1031: it's easy, you just log in with your forum account if you have one 20160814 18:39:16< DeFender1031> that i have. 20160814 18:39:29< DeFender1031> how do i find your game though? 20160814 18:39:57< aeth> I... I think I was starting a local game 20160814 18:40:23< aeth> it will be at the bottom of the list (unless you check invert) 20160814 18:40:34< aeth> actually, nope, invert inverts the search 20160814 18:40:48< DeFender1031> what am i looking for? 20160814 18:41:19< aeth> Aethaeryn's game 20160814 18:41:22< aeth> password is test 20160814 18:41:34< DeFender1031> says it requires password 20160814 18:41:35< DeFender1031> oh 20160814 18:41:37< DeFender1031> thanks 20160814 18:42:29< DeFender1031> it also didn't adk me to log in with my forum account 20160814 18:42:44< aeth> DeFender1031: if you used the same name as your forum account, a password is required 20160814 18:42:49< aeth> I think you can pick any name if it's unregistered 20160814 18:42:53< DeFender1031> ah 20160814 18:43:08< DeFender1031> i didn't pick a name. it seems to have pulled my user name from this machine 20160814 18:43:14< DeFender1031> how do i chat in-game? 20160814 18:43:18< aeth> m 20160814 18:43:35< aeth> DeFender1031: what's your CPU usage? 20160814 18:44:07< DeFender1031> i'm on a quad-core phenom II. all cores seem to be holding at around 30-40 20160814 18:44:48< aeth> DeFender1031: I *was* on 20% locally but now I am at 8% 20160814 18:44:53< aeth> *oh* 20160814 18:44:59< aeth> when you're in a menu the CPU usage reduces 20160814 18:45:04< aeth> now it's back up to the usual 20% 20160814 18:45:28< aeth> if it stays near 20% instead of doubling when the unit count roughly doubles (at best) then I might not have to do zoning since every computer can run it 20160814 18:45:55< DeFender1031> yes, i know. my answer was not while menu was active. 20160814 18:46:03< DeFender1031> i'm back up to 30-40 20160814 18:46:10< aeth> DeFender1031: well, it's not obvious that menus block it for everyone else too 20160814 18:46:23< aeth> I thought it was animations that did this *but* animations don't pause when another player is in a menu 20160814 18:46:29< aeth> so something else has to be loading the CPU 20160814 18:46:36< aeth> *hopefully* 1.13 can optimize it away 20160814 18:46:56< aeth> DeFender1031: end turn? 20160814 18:47:16< DeFender1031> oh, didn't realize i needed to 20160814 18:47:29< aeth> no simul turns 20160814 18:47:32< aeth> unfortunately 20160814 18:47:33< DeFender1031> of course not 20160814 18:47:37< DeFender1031> that's not wesnoth. 20160814 18:47:37< aeth> I'd love to see at least 2-5 on simul turns 20160814 18:47:44< aeth> i.e. same team simul turns 20160814 18:47:51< DeFender1031> would be nice. 20160814 18:48:05< aeth> although right now in RPGs you can double heal if you're next to a healer and on a village 20160814 18:48:12< DeFender1031> though would require changing a lot of how wesnoth works 20160814 18:48:16< aeth> +8 on your turn for the village, +4 to +8 from the healer 20160814 18:48:24< DeFender1031> i ended turn. it's giving me another leader select menu 20160814 18:48:32< aeth> DeFender1031: I gave you sides 2-5 20160814 18:48:34< DeFender1031> ah 20160814 18:48:35< aeth> since it's an MP RPG 20160814 18:48:40< DeFender1031> so i have to do this multiple times. okay 20160814 18:48:46< aeth> well, not in a normal game 20160814 18:48:58< aeth> usually there's one player per unit, although sometimes someone controls two if there's not enough on 20160814 18:49:18< aeth> what I did when I tested it by myself was 1 mage, 1 elf shaman, 1 spearman, 1 elf fighter 20160814 18:49:22< aeth> basically 2 mages, 1 tank, 1 mixed 20160814 18:49:34< aeth> I almost lost a unit against the goblins... elvish shamans are weak 20160814 18:49:53< aeth> leadership is clever 20160814 18:50:13< aeth> DeFender1031: one thing to keep in mind is I use the 24 hour turn schedule (it is mainline, actually) 20160814 18:50:25< DeFender1031> makes sense for something this big 20160814 18:50:27< aeth> 12 probably would work better, but the default just isn't enough for a large map 20160814 18:51:16< aeth> DeFender1031: do you want to see what the host can see or do you want to just test out playing the starting area? 20160814 18:51:27< aeth> I kind of want to see if I made the path obvious enough 20160814 18:52:00< DeFender1031> The unit preview when selecting could use some work. (Yes, I know that the default unit preview pane isn't made accessible to UMC, I actually need to create one of my own for my own add-on right now. Perhaps when I do, I'll send you what I have to stick in here.) 20160814 18:52:16< aeth> I agree the GUI stuff needs work 20160814 18:52:25< aeth> one thing I'm going to do next is flatten the menu so you do one less click 20160814 18:52:31< aeth> i.e. levels 0 and levels 1 become headings 20160814 18:52:56< DeFender1031> hmm 20160814 18:52:59< aeth> DeFender1031: no indoor/cave lighting btw 20160814 18:53:04< aeth> that would be too OP in favor of chaotic 20160814 18:53:08< aeth> so ToD applies indoors 20160814 18:53:11< DeFender1031> aeth, intentional or just not done yet? 20160814 18:53:15< DeFender1031> ah 20160814 18:53:22< aeth> I'm not sure if I'll do it anyway 20160814 18:53:28< aeth> but if I do I might have to have an illuminates item or something 20160814 18:54:04< DeFender1031> something i've thought of is to make some indoors neutral or even light, rather than dark 20160814 18:54:20< aeth> I freely mix indoors and cave a lot, though 20160814 18:54:24< DeFender1031> and hence only some areas are OP one way or the other. 20160814 18:54:31< aeth> the building you're in right now opens to a cave at one spot 20160814 18:54:50< aeth> balance on this map isn't really full anyway... it is a forest after all so elves get an advantage 20160814 18:54:53< aeth> until they enter the caves 20160814 18:55:12< aeth> I figure that the party will choose the areas of the map to play based on their advantages, rather than making the map uniformly balanced 20160814 18:55:20< DeFender1031> right, but even so, you can switch up what happens indoors and underground 20160814 18:55:21< aeth> so elves might want to stick to the woods, or you could go dwarves and just stay in the caves 20160814 18:58:42< DeFender1031> without shroud, cpu's up now to 40-60 20160814 18:58:51< aeth> DeFender1031: ah 20160814 18:58:57< aeth> DeFender1031: shroud/fog must do the trick 20160814 18:59:02< aeth> I think probably fog 20160814 18:59:12< aeth> in the map editor the map is only 8% CPU 20160814 19:01:23-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160814 19:02:44-!- oldlaptop [~quassel@50.36.231.26] has joined #wesnoth 20160814 19:39:55-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160814 19:40:12< aeth> celmin: I'm previewing my map/scenario right now if you want to see it 20160814 19:40:28< aeth> I've only gotten (most of) the west river populated 20160814 19:40:59< aeth> it's probably more than 2/3 though because it's the most populated part 20160814 19:44:29< celmin> aeth, DeFender1031: I think there's an [area] tag or something that can be used to easily define areas. 20160814 19:44:49< celmin> Not sure if it's documented, but the scenario editor uses it. 20160814 19:45:09< celmin> (Not sure if it's in 1.12, you'd have to check in the scenario editor.) 20160814 19:45:10< aeth> celmin: I suspect that eventually I'll have to do a few major engine changes to get my add-on working smoothly 20160814 19:45:23 * celmin mentioned this because of the talk of zone loading. 20160814 19:45:23< aeth> it's quite large in scope 20160814 19:45:48< aeth> celmin: the ideal thing to do imo would be to separate the concept of scenario and map, if it's not too hard to unhardcode 20160814 19:45:58< aeth> Then I can break it into lots of chunks 20160814 19:46:11< celmin> It's already separated, isn't it? 20160814 19:47:43< DeFender1031> celmin, he means the idea that there's only one active map per scenario 20160814 19:47:44< aeth> celmin: to the point where there can be more than one map? 20160814 19:48:24< aeth> well it might be possible already to stitch together maps in Lua and then switch to that as the map 20160814 19:48:35< aeth> multiple "layers" would be void-separated maps 20160814 19:49:06< DeFender1031> aeth, i actually made a 10-storey castle map for my add-on with that principle. 20160814 19:49:21< DeFender1031> (the scenario for it isn't complete yet though) 20160814 19:49:36< aeth> what would make things better is an explicit "layer" UI like some similar games have 20160814 19:49:46< aeth> so you could actually load multiple maps linked by teleporters/tunnels/etc. as layers 20160814 19:49:58< celmin> What exactly do you mean by saying "there is more than one map"? 20160814 19:50:00< aeth> especially if it was flexibile enough to unload some 20160814 19:50:22< aeth> celmin: some similar games have an above ground map, and an underground map, and an icon under the minimap where you flip between them 20160814 19:50:26< aeth> for instance 20160814 19:50:42< aeth> towers would be a more complicated example 20160814 19:50:57< celmin> I don't think it's quite flexible for that, assuming you wanted units in the non-active map to still be able to move. 20160814 19:51:02< celmin> ^flexible enough 20160814 19:51:02< aeth> right 20160814 19:51:09< DeFender1031> exactly. 20160814 19:51:12< aeth> in principle it's not too different from void-separated maps being seen on one map, but with better presentation to the end user 20160814 19:51:34< aeth> perhaps it could even be implemented with one big map with impassable sections and the layers just switch between them 20160814 19:51:35< DeFender1031> aeth, and better performance, sine it doesn't have to actually render anything but the current map. 20160814 19:52:05< aeth> it wouldn't really help my map though. only 1/3 is cave and some of that is above ground 20160814 19:52:45< aeth> it would allow, though, e.g. a building layer or something 20160814 19:53:03< aeth> Wesnoth doesn't really handle indoors well, though. Only a few floors work, only one wall works, and very little eyecandy 20160814 19:53:12< aeth> meanwhile for farms you have fences, flowers, farmland, windmills, etc. 20160814 19:53:37< celmin> I'm pretty sure there's a lot of indoor images available, though only through [item]/ 20160814 19:53:41< celmin> ^. 20160814 19:54:16< DeFender1031> there's also plenty of extra stuff in various add ons 20160814 19:56:26< aeth> celmin: not quite enough 20160814 19:56:43< aeth> celmin: and the hardest thing is probably actually village-equivalents that aren't buildings, which would probably require new terrains 20160814 19:56:52< aeth> e.g. healing fountains or something 20160814 19:57:02< celmin> Healing fountains should be easy. 20160814 19:57:11< aeth> right now I don't require download 20160814 19:57:22< aeth> village overlays aren't very intuitive, I experimented with using them 20160814 19:57:22< celmin> I wouldn't expect them to give upkeep though. 20160814 19:57:28< aeth> they're not intuitive for the players, I mean 20160814 19:57:40< aeth> healing fountains would be like oasis terrain, I guess 20160814 19:57:44< aeth> I don't think there's an overlay for that 20160814 19:57:49< celmin> Yeah, that's what I would expect. 20160814 19:57:55< celmin> There's no overlay for that, no. 20160814 19:58:09< aeth> units don't require upkeep and villages don't give gold on my map 20160814 19:58:14< aeth> it's an RPG, not strategy 20160814 19:58:22< celmin> The oasis itself is an overlay, so I suppose you could put that and drop the fountain image on top. Not sure if that would look good though. 20160814 19:58:25< aeth> when you control more than one unit it's based on the quest 20160814 19:58:58< aeth> celmin: dropping an image on top of an oasis still keeps the oasis visible 20160814 19:59:13< aeth> I just dropped a shop on top of an oasis in my test game and it has palm trees in the background 20160814 19:59:17< celmin> Ah. 20160814 19:59:32< aeth> the images are apparently a different layer than e.g. trees and oasis 20160814 20:11:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160814 20:36:37< hay207__> Hi DeFender1031 20160814 20:40:36< DeFender1031> hey, hay207__, heading to bed very soon 20160814 20:40:55< hay207__> Ok, good night 20160814 20:41:02< hay207__> tomorrow then 20160814 20:59:13-!- bool_ [~bool_@unaffiliated/bool-/x-1030778] has joined #wesnoth 20160814 21:03:47< DeFender1031> good night hay207__. 20160814 21:04:01< DeFender1031> aeth, thanks. that was fun. 20160814 21:04:16< hay207__> sweet dreams 20160814 21:34:36-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160814 21:44:00-!- Appleman1234 [~Appleman1@KD036012012154.au-net.ne.jp] has quit [Ping timeout: 250 seconds] 20160814 22:00:40-!- Appleman1234 [~Appleman1@KD036012022057.au-net.ne.jp] has joined #wesnoth 20160814 22:12:56-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Leaving] 20160814 22:34:15-!- Bonobo [~Bonobo@2001:44b8:254:3200:14d2:cac6:2190:470c] has joined #wesnoth 20160814 23:18:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 265 seconds] 20160814 23:26:26-!- oldlaptop [~quassel@50.36.231.26] has quit [Ping timeout: 258 seconds] 20160814 23:27:56-!- home [~home@CPE1cabc0871df3-CM1cabc0871df0.cpe.net.cable.rogers.com] has joined #wesnoth 20160814 23:27:59< home> Hi :) 20160814 23:28:08< home> I'm trying to play with someone that is using an ipad 20160814 23:28:19< home> but they can't join the same official server as I am? 20160814 23:28:28< home> They only see 3 people online? 20160814 23:28:33< vultraz> huh 20160814 23:28:36< home> What is wrong? 20160814 23:28:54< vultraz> what version have you? 20160814 23:29:34< home> oh 20160814 23:29:38< home> I'm in the 1.12 multiplayer server 20160814 23:29:45< home> For some reason they're in the 1.10 multiplayer server 20160814 23:29:55< vultraz> as I expected 20160814 23:29:57< home> Maybe the ipad version needs an update 20160814 23:29:59< vultraz> the iOS version is way behind 20160814 23:30:04< home> ah, i paid for it too 20160814 23:30:14< home> how do I play on the 1.10 server? 20160814 23:30:29< vultraz> you'd need to download the 1.10 version of the game 20160814 23:33:04< vultraz> https://sourceforge.net/projects/wesnoth/files/wesnoth-1.10/wesnoth-1.10.7/ 20160814 23:35:13< vultraz> we lost our iOS packager, which is why it's still on 1.10 20160814 23:35:31< vultraz> you don't happen to know someone interested on making a new port, do you? :) 20160814 23:44:37< home> I don't vultraz, sry 20160814 23:47:54< aeth> ancestral: do you want to see my RPG map? I already showed it to DeFender1031 earlier 20160814 23:48:11< aeth> the one problem is it takes a lot of CPU, 20% to 40% on both our computers (strangely constant there) 20160814 23:48:18< ancestral> If it doesn’t require launching Wesnoth, sure 20160814 23:48:34< aeth> ancestral: there's not really a way to show it outside of Wesnoth, unfortunately 20160814 23:48:48< aeth> the only easy image sharing is imgur and even at 5% zoom it'll jpgify the screenshot and make it ugly 20160814 23:48:53< aeth> It's a 400x200 map 20160814 23:49:06< ancestral> Isn’t there a screenshot key? 20160814 23:49:16< ancestral> uploadpie.com it 20160814 23:49:18< aeth> a full map screenshot would be huge 20160814 23:49:41< ancestral> What version, 1.12? 20160814 23:50:15< ancestral> You could try http://mproud.com/wesnoth/canvas/ 20160814 23:51:02< ancestral> Anyway, I can launch 1.12 for you 20160814 23:52:43< aeth> yeah 1.12 because it's mp 20160814 23:53:00< aeth> I haven't tested it in 1.13 in a while but I do actually have some conditionals that only run in 1.13 for new features 20160814 23:53:10< aeth> I actually got a few features added because of this 20160814 23:53:15< aeth> and will try for some more if it's not too late 20160814 23:57:10< aeth> I am adding spawns to the map, I am almost done 20160814 23:57:21-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160814 23:57:25< aeth> almost everything's on the west river, and I'm done with the west river 20160814 23:57:58< aeth> there's a monestary, three desert towns, some settlements on the east river, and the big elf city, then I'm done with the preset spawns (at least for now) 20160814 23:58:09< aeth> 1125 units that start npc, 228 units that start hostile 20160814 23:58:33< aeth> about half as many units as I expected, probably since most of the wild regions will use in-game spawning --- Log closed Mon Aug 15 00:00:35 2016