--- Log opened Sat Sep 17 00:00:41 2016 20160917 00:03:26< gfgtdf> hmm wesnoth crtashes when i end a game. 20160917 00:03:34< celticminstrel> That's not good. 20160917 00:03:50< gfgtdf> from ~lua_kernel_base -> close_state 20160917 00:04:36< gfgtdf> celticminstrel: migth be related to the current scneario using the lua map generator 20160917 00:04:42< gfgtdf> celticminstrel: not sure though. 20160917 00:05:16< celticminstrel> Shouldn't the mapgen kernel be destroyed before the scenario begins? 20160917 00:05:31< gfgtdf> celticminstrel: i'd say so 20160917 00:06:05< celticminstrel> Is this a mainline scenario BTW? 20160917 00:06:58 * celticminstrel probably conflicted with vultraz's surface branch, whee. 20160917 00:07:44< gfgtdf> celticminstrel: i'm trying to make Httt scneario 17 use the lua mapgen. 20160917 00:08:11< celticminstrel> Which scenario is that again? 20160917 00:09:27< gfgtdf> celticminstrel: where they find the scepter in the cave 20160917 00:15:14< celticminstrel> Wasn't there one other random map in HTTT? 20160917 00:16:17-!- gfgtdf [~chatzilla@x50ab6d66.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0.2/20160823121617]] 20160917 00:19:25-!- Bonobo [~Bonobo@2001:44b8:254:3200:40ec:aa1c:4762:edd] has joined #wesnoth-dev 20160917 00:37:26-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160917 00:37:28-!- gfgtdf [~chatzilla@x50ab6d66.dyn.telefonica.de] has joined #wesnoth-dev 20160917 00:38:07< gfgtdf> ok the öua version of the cavegen works now, but somehow it doesnt generate starting positions every ~second time 20160917 00:38:59< celticminstrel> ...what? 20160917 00:40:38< gfgtdf> hmm wait it migth be miy fault becue the lua code migth generate the starting location on the mp border 20160917 00:40:58< celticminstrel> That would be bad. 20160917 00:42:03< tad_> So .. a 50/50 change of "You have been defeated." before you can move. Leave it. It'd probably improve my average :) 20160917 01:00:12 * tad_ suddenly notices JQuery is hidden in a file and wonders why and how old it is ... 20160917 01:02:38-!- horrowind [~Icedove@2a02:810a:8380:10a8:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160917 01:10:40-!- un214 [~un214@104.220.56.173] has joined #wesnoth-dev 20160917 01:18:01< celticminstrel> ??? 20160917 01:20:08< tad_> ~/data/tools/addon_manager/jquery.js 20160917 01:20:42< celticminstrel> Oh huh. 20160917 01:20:57-!- enchi [enchilado@defocus/yummy/enchilado] has quit [Ping timeout: 276 seconds] 20160917 01:21:31< tad_> BTW. Campaign server has a password and stored it hashed and salted. I'm auditing it now but at first blush it's probably fine. 20160917 01:22:11< celticminstrel> campaignd? 20160917 01:22:20< celticminstrel> I do know that there was a security warning about that awhile back. 20160917 01:22:21< gfgtdf> tad_: note that the wesnothd accounts are the forum accounts, so you cannot change the dg structure unless you want to change the forusm aswell. 20160917 01:22:29< celticminstrel> Encouring people to change their addon passcodes. 20160917 01:22:39< celticminstrel> "dg"? 20160917 01:22:52< celticminstrel> gfgtdf: You probably can, actually.3 20160917 01:23:10< celticminstrel> Hash twice on client, hash the phpBB hash on the server. 20160917 01:23:17< celticminstrel> Not sure if it's desirable or necessary, but... 20160917 01:23:19< tad_> I'm auditing src/campaign_server.cpp atm 20160917 01:23:31< celticminstrel> ^encouraging 20160917 01:23:37< celticminstrel> Missed a whole syllable there... :| 20160917 01:23:48-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160917 01:27:24< tad_> on the web-based side, like the forum, I'm punting that to whoever manages the web server. that side should be plaintext password in a web form, sent over TLS. phpBB should have its own audit and be fine .. I just don't want wesnoth to store/transmit plaintext .. 20160917 01:27:42-!- gfgtdf_ [~chatzilla@x4e369ec4.dyn.telefonica.de] has joined #wesnoth-dev 20160917 01:28:45< gfgtdf_> this page https://github.com/wesnoth/wesnoth/pulls says ther are 6 commentes on my cavegen pr but i don'T see nay comments here https://github.com/wesnoth/wesnoth/pull/784 20160917 01:28:50< gfgtdf_> anyone know how that can be ? 20160917 01:29:07< celticminstrel> gfgtdf: They're pending and will be posted in a batch soon. 20160917 01:30:38-!- travis-ci [~travis-ci@ec2-54-204-192-229.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 01:30:39< travis-ci> gfgtdf/wesnoth-old#691 (luacavegen - 1c9c923 : gfgtdf): The build passed. 20160917 01:30:40< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth-old/builds/160596980 20160917 01:30:40-!- travis-ci [~travis-ci@ec2-54-204-192-229.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 01:30:46-!- gfgtdf [~chatzilla@x50ab6d66.dyn.telefonica.de] has quit [Ping timeout: 255 seconds] 20160917 01:30:52-!- gfgtdf_ is now known as gfgtdf 20160917 01:40:06< tad_> gfgtdf: So you're using map special locations in the generator? Nice. Much cleaner. 20160917 01:50:08< celticminstrel> Agreed. 20160917 01:50:40< celticminstrel> [items] could become an SLF plus something like id= maybe? 20160917 01:50:59< celticminstrel> Or contain tags each of which is that.3 20160917 01:55:56< gfgtdf> celticminstrel: which [items] do you mean ? 20160917 01:56:31< celticminstrel> [chamber][items]? 20160917 01:57:00< celticminstrel> There might actually be a downside to the Lua generator there, though. 20160917 01:57:13< celticminstrel> The original cave generator can inject arbitrary WML into the scenario, right? 20160917 01:57:15< tad_> I think what he means is when you place an item on a map there be a way to query the location of that item. 20160917 01:57:24< celticminstrel> Only a minor downside, though. 20160917 01:57:44< celticminstrel> tad_: Nah, I was thinking of a way to instruct the generator to place the special locations. 20160917 01:58:26< tad_> I think the generators copy WML from a sub-tag but don't generate it on the fly 20160917 01:58:28< gfgtdf> celticminstrel: the lua file has items = {} in its params.chambers the wml will mostlikeley look the same 20160917 01:58:59< celticminstrel> I have now successfully transferred a stash from Mac to Windows. 20160917 01:59:19< celticminstrel> gfgtdf: So, how do you instruct the generator to generate the sceptre location? 20160917 01:59:41< celticminstrel> gfgtdf: Given what [items] was used for before, perhaps you don't even need it anymore? 20160917 01:59:56< gfgtdf> [item]id= sceptre[/item] in [chamber] 20160917 02:00:16< celticminstrel> Why [item]? 20160917 02:00:27< celticminstrel> It's not actually generating the item, so that seems a bit misleading, no? 20160917 02:00:33< gfgtdf> how would youu call it ? 20160917 02:00:42< celticminstrel> Not quite sure. 20160917 02:01:00< celticminstrel> [location], or [special_location], or maybe [place_location]... 20160917 02:01:10< celticminstrel> Maybe even [item_location] 20160917 02:02:15< celticminstrel> gfgtdf: Do you know if it's possible to have debug mode enabled while at the title screen if you didn't launch with --debug on the command-line? 20160917 02:02:34< gfgtdf> dont know 20160917 02:03:31< tad_> perhaps, if coming back to it from a campaign. 20160917 02:04:52< celticminstrel> What was the __MSC_VER for 2013 again... 20160917 02:05:04 * celticminstrel needs to fix the thing that gfgtdf broke now. 20160917 02:05:36< gfgtdf> i broke something ? 20160917 02:05:57< celticminstrel> Yeah, MSVC 2013 does not recognize move constructors and move assignment operators as defaultable/deletable. 20160917 02:06:10< celticminstrel> I guess the 2015 MSC_VER would suffice. 20160917 02:06:27< celticminstrel> Oh, is there only one underscore? 20160917 02:06:45< celticminstrel> Okay, so >= 1900. 20160917 02:09:36-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has quit [Remote host closed the connection] 20160917 02:13:16< celticminstrel> Huh. There is a file called set_starting_position.cpp. 20160917 02:18:32-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has joined #wesnoth-dev 20160917 02:20:08< celticminstrel> Just noticed in passing that the animals test scenario has a Lua error. 20160917 02:20:10< celticminstrel> mattsc: 20160917 02:20:12< celticminstrel> ^ 20160917 02:20:24 * celticminstrel pressed enter by mistake there. :/ 20160917 02:20:37< celticminstrel> (Probably it's an easy-to-fix error. Maybe I'll even look at it a bit later.) 20160917 02:24:26< celticminstrel> Assertion failed: base_->get_pos() == 0 20160917 02:24:31< celticminstrel> gfgtdf: ^ Know anything? 20160917 02:24:55< mattsc> celticminstrel: Hm,, yes, confirmed. I’ll look into it tomorrow sometime if you haven’t gotten to it by then yet. 20160917 02:25:23< celticminstrel> BTW, if you need to pull master, feel free to update the XCode project as I mentioned earlier. 20160917 02:25:27< celticminstrel> If needed, that is. 20160917 02:25:36 * celticminstrel isn't sure if gfgtdf added new files. 20160917 02:25:43< gfgtdf> celticminstrel: this assertion failure )assuming its form replay.cpp= happen when a replay savefile was not loaded corectly 20160917 02:26:02< mattsc> celticminstrel: okay; I’ll do so when I get to that. Not sure when that will be. 20160917 02:26:03< celticminstrel> Well, in my case it happened when loading a test scenario. No replay involved. 20160917 02:26:51< gfgtdf> celticminstrel: happend directly when loading it or later when doing moves? 20160917 02:26:54 * celticminstrel will probably not pull master to the Mac repo for a few more days. It's currently stewing in a menus refactor that I want to finish. 20160917 02:27:08< celticminstrel> gfgtdf: Well, the screen was all black, so I guess prestart or earlier. 20160917 02:27:32< gfgtdf> celticminstrel: hmm how exactly did you launch the test scenario ? 20160917 02:27:35< celticminstrel> replay_recorder_base::insert_command 20160917 02:28:01< gfgtdf> celticminstrel: hmm you mean the wml unit tests or the old test scneario. ? 20160917 02:28:18< celticminstrel> I installed a button in the titlescreen. It launched the aforementioned animals scenario without any problem, but the formula test scenario crashed as described. 20160917 02:29:15< gfgtdf> celticminstrel: so you ran a scneario before? try restartgng wsnoth, then launch the scneairo and see if it happen again, maybe the odl scenario wasnt properly cleaned. 20160917 02:30:00< celticminstrel> Will do. 20160917 02:33:18< celticminstrel> gfgtdf: That's probably it. I restarted Wesnoth and launched the same two scenarios but in reverse order, and got the same assertion on the second scenario. 20160917 02:33:26< celticminstrel> I'll push my work in case it's something wrong there. 20160917 02:33:33< celticminstrel> (To a branch, of course.) 20160917 02:33:47< gfgtdf> if that case assing something like 'game_state_ = game_state()' somehere might fix the problem 20160917 02:34:30-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0.2/20160823121617]] 20160917 02:35:29-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160917 02:35:51< mattsc> Umm … 20160917 02:35:54< mattsc> error engine: Not saving map because there is shroud 20160917 02:36:05< celticminstrel> Vultraz: I added your gradient IPF (sort of). 20160917 02:36:09< vultraz_iOS> Oh? 20160917 02:36:12< vultraz_iOS> Do tell me more 20160917 02:36:15< mattsc> Resulting in save_index, and possibly something else, being corrupted and Wesnoth crashing on me. 20160917 02:36:17< celticminstrel> mattsc: Uhh... what? 20160917 02:36:25< vultraz_iOS> mattsc: sounds familiar 20160917 02:36:28< celticminstrel> That's a really weird-sounding error. 20160917 02:36:30< mattsc> The same problem I had a couple days ago. 20160917 02:36:32< vultraz_iOS> I am aware of that error 20160917 02:36:40< vultraz_iOS> But it's expected 20160917 02:36:58< celticminstrel> Vultraz: with ~ADJUST_ALPHA() 20160917 02:36:58< vultraz_iOS> It's about not showing the map in the load game dialog if it's shouted 20160917 02:37:01< vultraz_iOS> Shrouded 20160917 02:37:12< mattsc> I triggered it, I think, by putting an #ifver into a [candidate_action] tag inside [side][ai] 20160917 02:37:18< vultraz_iOS> celticminstrel: so how is it only sort of? 20160917 02:37:21< celticminstrel> Which doesn't accept a percentage anymore. 20160917 02:37:32< celticminstrel> Well, you have to work out the formula that will produce the gradient you want. 20160917 02:37:43< mattsc> well, maybe that’s not what triggers it then. 20160917 02:37:59< mattsc> vultraz_iOS: but should it make 1.13 (any version) become unusable for me? 20160917 02:38:12< vultraz_iOS> mattsc: no, that's a bug 20160917 02:38:12< celticminstrel> I imagine it'd be something linear or maybe quadratic in x, but you also need to keep in mind that the output must be in the range 0..255. 20160917 02:38:25< celticminstrel> Otherwise it'll be clipped to 255. 20160917 02:38:27-!- un214 [~un214@104.220.56.173] has quit [Remote host closed the connection] 20160917 02:38:50 * celticminstrel had some fun trying weird formulas, like sin(x*y)+cos(x*y) and x^2_y^2 20160917 02:38:56< celticminstrel> That underscore should be a + 20160917 02:39:28< celticminstrel> (x^2+y^2)%250 looks kinda cool actually. 20160917 02:40:20< celticminstrel> Note that there could be a delay if the formula gets too complicated (though the altered image is at least cached, so as long as you don't F5 the delay would only be the first time). 20160917 02:40:51< celticminstrel> Also it probably conflicts a bit with your surface cleanup branch, though I copied the function rather than changing it, at least. 20160917 02:41:03< celticminstrel> (The adjust_surface_alpha or whatever) 20160917 02:41:21< vultraz_iOS> Noted 20160917 02:41:37< mattsc> vultraz_iOS: That error, currently just happens over and over again for me (being displayed in the console). And when I kill Wesnoth and resstart is crashes with: zlib error: unspecified iostream_category error 20160917 02:42:01< vultraz_iOS> Well that's not good 20160917 02:42:12< mattsc> Agreed. 20160917 02:42:18< celticminstrel> I just realized that this could make it possible to use Wesnoth as a graphing calculator. >_> 20160917 02:42:37< vultraz_iOS> I'm out at a restaurant so I cannot debug 20160917 02:42:58< celticminstrel> Isn't there a blank hex image? 20160917 02:43:04< vultraz_iOS> Yeah 20160917 02:43:17< vultraz_iOS> Misc/blank-hex.png 20160917 02:43:51< celticminstrel> misc/blank-hex.png~ADUST_ALPHA(some formula) --> nice little graph 20160917 02:44:18< vultraz_iOS> Heh 20160917 02:44:21< mattsc> Ooo, window key handler fires. 20160917 02:44:29< vultraz_iOS> Oh yeah 20160917 02:44:29< mattsc> There’s one I haven’t seen yet. 20160917 02:44:33< vultraz_iOS> Removed that 20160917 02:44:45< mattsc> I’m a day or two back on commits. 20160917 02:44:45< vultraz_iOS> Accidental inclusion of debt code 20160917 02:44:46< celticminstrel> misc/blank-hex.png~ADJUST_ALPHA(x = y) would give you a diagonal line. 20160917 02:45:04< mattsc> vultraz_iOS: I fixed the problem temporarily by deleting my saves/ folder. 20160917 02:45:17< mattsc> But I’d call this a blocker for 1.13.6 20160917 02:45:31< celticminstrel> misc/blank-hex.png~ADJUST_ALPHA(x^2 + y^2 = 100) would give you a circle. 20160917 02:45:41< celticminstrel> ...please don't abuse this too much. <_< 20160917 02:46:08< celticminstrel> (Actually, that might only give you a quarter circle.) 20160917 02:46:36< vultraz_iOS> mattsc: please file a bug report with an attached save file 20160917 02:46:50< vultraz_iOS> celticminstrel: did you just invent the graph widget :p 20160917 02:47:24< celticminstrel> This is a bit different from that, I think. 20160917 02:48:04< celticminstrel> I suppose you'd really need if(...,255,0) for the above examples. 20160917 02:48:59< celticminstrel> Anyway, I don't think this can easily be used to generate a bar chart or a line graph. Its only input is the image itself. 20160917 02:49:22< celticminstrel> It knows the height and width as well as the coordinates, colour, and alpha at the current pixel. 20160917 02:55:32< vultraz_iOS> So it's essentially a mask-by-formula function? 20160917 02:56:08< celticminstrel> tad_ is correct. Returning to the titlescreen after enabling debug mode in a campaign leaves it enabled. 20160917 02:56:21< celticminstrel> vultraz_iOS: Uhh... I suppose you could say that, sure. 20160917 02:57:19-!- irker112 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160917 02:57:56< vultraz_iOS> Why would you not want to leave debug mode enabled? 20160917 02:58:03< vultraz_iOS> It's enabled until you use nodebug 20160917 02:58:43< celticminstrel> Pretty sure that's not true. 20160917 02:59:59< vultraz_iOS> Or quit 20160917 03:00:32< tad_> I use debug once and leave it on for hours, across scenario and campiagn. nodebug, sometimes, if I want to be sure debug has no effect on a test 20160917 03:01:09< celticminstrel> I distinctly remember some case where it's automatically turned off, though that could be remembering from 1.12. 20160917 03:02:31< celticminstrel> Started HTTT, enabled it, returned to titlescreen, started it again, still enabled. Then started an MP scenario - no longer enabled. 20160917 03:08:20-!- irker767 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160917 03:08:20< irker767> wesnoth: Celtic Minstrel wesnoth:master c9cbdb287dc3 / src/terrain/translation.hpp: Fix MSVC 2013 build https://github.com/wesnoth/wesnoth/commit/c9cbdb287dc3c158c5a17649d5053f583b180ea0 20160917 03:08:45-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160917 03:10:06-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160917 03:13:39< celticminstrel> So vultraz_iOS: I have added a "tests" button to the titlescreen, visible only if debug mode is enabled, that allows you to start any non-unit-test test scenario. I'm not quite sure whether we want this though, particularly in light of debug mode remaining enabled when you exit a campaign. Thus I'm pushing it to a branch instead of master. 20160917 03:13:54< irker767> wesnoth: Celtic Minstrel wesnoth:test_button 97899f824f28 / / (5 files in 4 dirs): Add test button to title screen in debug mode https://github.com/wesnoth/wesnoth/commit/97899f824f2865a070021819ad999b600c1cd6e5 20160917 03:19:50< vultraz_iOS> So for some reason my laptop's wifi is not working 20160917 03:20:19< vultraz_iOS> celticminstrel: btw did you ever get the floating text box working 20160917 03:20:40< celticminstrel> Actually no. Maybe I'll get back to it now. 20160917 03:21:31-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160917 03:22:39< vultraz> ah now it works 20160917 03:23:44< celticminstrel> I wonder if I should install IRC on Windows so I don't have to keep switching... 20160917 03:23:55< celticminstrel> Though as far as I know there's still no clients I like for Windows. 20160917 03:24:25< celticminstrel> I used KVirc when I had a Bootcamp XP install, and it's pretty good but not quite to my liking. 20160917 03:24:45< vultraz> use chatzilla 20160917 03:25:01< celticminstrel> Ugh, no, that's one of the two worst ever clients. 20160917 03:25:08< celticminstrel> ...I can't remember what the other was. 20160917 03:25:17< vultraz> how so 20160917 03:25:18< vultraz> I use it :| 20160917 03:25:24< celticminstrel> It wasn't Mibbit... 20160917 03:25:46< vultraz> all the other clients I've tried are just.. 20160917 03:25:48< vultraz> blah 20160917 03:25:53< celticminstrel> I can't remember exactly, but I think one thing was not supporting formatting or something. 20160917 03:26:02< celticminstrel> (ie bold/underline. Also colours, but that I could do without.) 20160917 03:26:30< vultraz> uh 20160917 03:26:36< vultraz> chatzilla can do all that? 20160917 03:26:51< celticminstrel> Maybe there was a different reason (or it upgraded since I last heard that). 20160917 03:27:11< celticminstrel> That aside, is it a Firefox addon? 20160917 03:27:30< vultraz> there's a standalone version 20160917 03:28:04< vultraz> but it's also a firefox addon 20160917 03:28:18< celticminstrel> Ehhh... that sounds about as suspicious as "There's a standalone version of Wesnoth UMC-Dev, so you don't actually need to install Eclipse! Honest! Truly!" 20160917 03:28:29< celticminstrel> Which is all just a bunch of nonsense. 20160917 03:28:54< celticminstrel> It's an Eclipse add-on through and through. That doesn't change if you bundle it with Eclipse and call it a standalone application. 20160917 03:29:06 * celticminstrel has no idea if this general idea applies to ChatZilla though. 20160917 03:30:21< vultraz> the standalone app uses XULRunner 20160917 03:30:50< celticminstrel> I see. 20160917 03:31:27 * celticminstrel actually doesn't mind Eclipse that much. It's not stellar, but it works reasonably well enough. 20160917 03:31:51 * celticminstrel doesn't think the same of Wesnoth UMC-Dev mind you, based on that one time I tried it. 20160917 03:42:05-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-dev 20160917 03:49:34< vultraz> celticminstrel: did you get a chance to look at mp create again? 20160917 03:50:58< celticminstrel> I saw the image background at 800x600 and the gold decorations, but I didn't really look closely or anything. 20160917 03:52:14< mattsc> celticminstrel: the fix to the animals test scenario problem is indeed simple. It also happens for protect_unit. 20160917 03:52:30< mattsc> I can take care of it, but not right now. 20160917 03:52:47< celticminstrel> Okay. 20160917 04:08:09< vultraz> celticminstrel: i don't particularly like the debug button thing 20160917 04:08:57< celticminstrel> So descriptive. 20160917 04:09:53< vultraz> A, debug mode is persistent, so the button wouldn't disappear 20160917 04:10:04< vultraz> B, that kind of thing is better left to a debug console command 20160917 04:10:08< celticminstrel> It's not totally persistent. 20160917 04:10:11< vultraz> if we could implement an actual debug console 20160917 04:10:18< celticminstrel> Like I already mentioned earlier. 20160917 04:10:33< vultraz> harcoding debug functionality into the UI isb ad 20160917 04:10:41< celticminstrel> No, it's not bad. 20160917 04:10:58< celticminstrel> I realize the button wouldn't disappear (unless you enter MP mode), but it's not clear to me whether that's a problem/ 20160917 04:11:14< vultraz> yes 20160917 04:11:15< celticminstrel> It's not bad to support debug functionality in the UI. 20160917 04:11:32< celticminstrel> I definitely disagree with you on that statement. 20160917 04:11:43< celticminstrel> (Obviously, otherwise I wouldn't have done this.) 20160917 04:11:50< vultraz> can we just implement an actual debug console :/ 20160917 04:12:10< celticminstrel> I don't know. Perhaps you could explain what you even mean by that, because it's totally not obvious at all. 20160917 04:13:24-!- fabi [~fabi@176.4.123.186] has joined #wesnoth-dev 20160917 04:13:48< vultraz> a box 20160917 04:13:52< vultraz> that pops up 20160917 04:14:01< vultraz> and you type commands into it :| 20160917 04:14:21< vultraz> how is that so complicated 20160917 04:14:57< shadowm> That's a stupendous idea. 20160917 04:15:04< shadowm> Can somebody get to work on it ASAP? 20160917 04:15:13< vultraz> except not just restricted to in-game 20160917 04:15:24< vultraz> one should be able to pull up this console anywhere 20160917 04:16:00< shadowm> I'm sure someone can do that. Maybe even yourself. 20160917 04:16:15< shadowm> I doubt anyone would possibly reject that idea. 20160917 04:17:34< celticminstrel> Well, from your vague explanation it totally sounds like a reasonable idea, though I have no idea what you want it to be able to do or how the Lua console fails to satisfy. 20160917 04:17:58< celticminstrel> "type commands into it" tells me nothing about what it really does. 20160917 04:18:00< shadowm> He wants the debug console to be able to be summoned from any context at any time rather than just in-game. 20160917 04:18:16< celticminstrel> So it'd be the same as in-game debug commands? 20160917 04:18:28< shadowm> He also probably wants it to have a concrete scrollback buffer you can check instead of it being tied to the crummy in-game chat UI. 20160917 04:18:54< vultraz> everything shadowm just said 20160917 04:19:00< shadowm> He also probably wants the ability to select text from said scrollback. 20160917 04:19:20< celticminstrel> So basically, a cross between Lua console and CommandMode. 20160917 04:19:20< shadowm> And I'm reasonably sure he also wants it to have a button to give him a massage. 20160917 04:20:01< shadowm> (I'm really only repeating stuff he's said to me at least a million times over the years.) 20160917 04:21:17< vultraz> celticminstrel: the reason the lua console doesn't work is it's a *lua* console. 20160917 04:21:29< vultraz> can I toggle debug mode from the lua console? 20160917 04:21:31< vultraz> no I cannot 20160917 04:22:11< celticminstrel> vultraz: Does "wesnoth.game_config.debug = true" work? If not, it could be made to work. 20160917 04:22:16< celticminstrel> Mind you... 20160917 04:22:28< celticminstrel> I seem to recall making the Lua console not appear if debug is disabled. 20160917 04:22:35< celticminstrel> Still, that could be undone if desired. 20160917 04:22:43< vultraz> I have not tried that, but that's *not* an optimal solution :| 20160917 04:22:51< celticminstrel> I won't disagree with that. 20160917 04:23:14< vultraz> A debug console would be the perfect thing to do something like launch test scenrios 20160917 04:23:19< vultraz> s/thing/place 20160917 04:23:32< celticminstrel> ;unit blah-blah-blah is 100x more convenient that throwing out Lua commands to mod a unit. 20160917 04:23:55< celticminstrel> I'm not sure why you think it'd be perfect for that, but whatever. 20160917 04:24:58-!- JyrkiVesterinen [~JyrkiVest@87-100-230-124.bb.dnainternet.fi] has joined #wesnoth-dev 20160917 04:25:06< vultraz> yes, of course ;unit bla bla bla is more convenient :P 20160917 04:25:30< vultraz> that's the point 20160917 04:25:51< shadowm> What are you talking about? For me it's ñunit, not ;unit. 20160917 04:26:07< celticminstrel> Haha 20160917 04:29:01< vultraz> celticminstrel: also, I'd rather push back 1.13.6 than delay making Create and Lobby defaults 20160917 04:29:34< vultraz> though in that vein, we need to start prioritizing some things for 1.13.6 20160917 04:29:34< celticminstrel> I kinda disagree on that too. 20160917 04:29:57< celticminstrel> There are a bunch of new things, so I think pushing 1.13.6 sooner could actually be a good idea. 20160917 04:30:39< celticminstrel> I wouldn't even be against doing it tomorrow (though obviously that's a bit too short notice). 20160917 04:31:16< vultraz> mattsc just reported a blocker, remember? :P 20160917 04:31:35< vultraz> there are multiple PRs to be merged 20160917 04:31:50< celticminstrel> Mind you, there is the fact that you tweeted about it and facebooked about it, but, well... it's not like that's not in the game, it's just not (yet) the default setting. 20160917 04:32:20< celticminstrel> I thought I'd be okay building BoE and still using Firefox, but nope. Even a sane-sized project uses all the CPU/swap. 20160917 04:32:23< vultraz> I'll try to see what I can do about Connect 20160917 04:32:33< vultraz> I need to call it something other than connect, though 20160917 04:32:39< celticminstrel> Why? 20160917 04:32:52< vultraz> there's already a gui2 mp connect :P 20160917 04:32:53< shadowm> BoE = Battle of Endor? :p 20160917 04:33:01< celticminstrel> And don't forget MP Wait as well. You might be able to use the same WML definition, btut you'll need some differing implementaiton. 20160917 04:33:09< celticminstrel> shadowm: Hehe, but no. 20160917 04:33:56< shadowm> I can't think of any sane-sized projects that have more than one word in their names. 20160917 04:34:33< celticminstrel> Well, it's sane compared to Wesnoth at least... >_> 20160917 04:34:43< vultraz> I haven 20160917 04:34:50< celticminstrel> Though I guess it could be an illusion. 20160917 04:34:51< vultraz> t fully come up with a layout 20160917 04:34:53< vultraz> for connect 20160917 04:35:05< vultraz> or whatever i'll call it 20160917 04:35:12< vultraz> I was thinking... staging 20160917 04:35:13< celticminstrel> You could call it MP Wait. 20160917 04:35:21< celticminstrel> Or really whatever you want. 20160917 04:35:53< vultraz> again, this is a case where a non-toggle panel list would be useful 20160917 04:35:54< vultraz> but oh well :| 20160917 04:36:18< celticminstrel> Also, don't worry about the drag-and-drop for an initial version. 20160917 04:36:28< vultraz> obviously 20160917 04:36:33< celticminstrel> I seem to recall the GUI1 MP Wait screen having toggle panels or similar. 20160917 04:36:40< vultraz> true 20160917 04:36:52< celticminstrel> Though I think the same is not true about GUI1 MP Connect,. 20160917 04:37:02< vultraz> yes 20160917 04:37:10< vultraz> so I 20160917 04:37:12< vultraz> m 20160917 04:37:22< vultraz> wondering if I should just have a button to bring up the flg dialog 20160917 04:37:35< vultraz> or i need to keep the 3 dropdowns 20160917 04:37:41< celticminstrel> Whoever decided to put ' next to return should be staked. 20160917 04:37:48< vultraz> right now there are a ridiculous number of dropdowns 20160917 04:38:00< vultraz> :P 20160917 04:38:14< celticminstrel> That's an interesting idea. 20160917 04:38:44< vultraz> right now connect has a ridiculous number of dropdowns 20160917 04:39:00< celticminstrel> I don't really see a problem with reusing the flg dialog for this. 20160917 04:39:32< vultraz> Controller, Faction, Leader, Gender, Team, Color, 20160917 04:40:36< vultraz> and possibly Name 20160917 04:41:31< vultraz> and then gold and income sliders 20160917 04:41:33< celticminstrel> Hmm, so you get to select... controller, AI, faction, leader, gender, team, color, gold, and income. 20160917 04:42:27< celticminstrel> Nine different things per player. 20160917 04:42:27< celticminstrel> You missed a dropdown BTW. :P 20160917 04:42:27< fabi> hi 20160917 04:42:27< vultraz> *definitely* need a better layout 20160917 04:42:27< vultraz> perhaps 20160917 04:42:27< vultraz> a treeview 20160917 04:42:38< vultraz> 1 main node per team 20160917 04:42:44< vultraz> list items get moved around 20160917 04:42:51< celticminstrel> The only reason I can think of for using a treeview would be so that teams you control can be edited by you to some extent. 20160917 04:43:07< celticminstrel> By team I assume you mean side, not ... team. 20160917 04:43:25< vultraz> well, no, team 20160917 04:43:32< vultraz> you can edit what team each side is on 20160917 04:43:51< celticminstrel> Grouping by team would be awful. 20160917 04:44:08< vultraz> well it needs a better layout than it has now :/ 20160917 04:44:18< vultraz> how do you propose? 20160917 04:44:49< celticminstrel> I honestly don't see any major problems with the current layout. 20160917 04:45:09< vultraz> blah, you're no help 20160917 04:45:32< vultraz> you really see nothing wrong with 81 comboboxes? 20160917 04:45:40< celticminstrel> Oh, the drag-and-drop actually only reassigns the controller. 20160917 04:45:51< celticminstrel> Yeah, I don't see what's wrong with 81 comboboxes. 20160917 04:45:58 * shadowm neither. 20160917 04:46:01< celticminstrel> Well, dropdowns. They're not really comboboxes. 20160917 04:46:09< shadowm> Not for _that_ particular screen anyway. 20160917 04:46:34< shadowm> If the best tool for the job is a hammer, then use a hammer instead of a screwdriver. 20160917 04:46:56< vultraz> ill come up with something 20160917 04:47:00< vultraz> I always do 20160917 04:47:10< vultraz> you saw what I did with Create :) 20160917 04:47:11< celticminstrel> I don't see a problem with reusing the flg and getting rid of 27 dropdowns, either. 20160917 04:47:26< celticminstrel> Yeah, what you did with Create was a real pain. 20160917 04:47:47< vultraz> what do you mean 20160917 04:48:13< vultraz> I radically redesigned the dialog instead of porting the design from gui1 verbatim. 20160917 04:48:24< celticminstrel> The fact that it doesn't fit at low resolutions. 20160917 04:51:02< fabi> Oh, do we still care about low resolutions? 20160917 04:52:14< celticminstrel> Uhh, yes? Duh. 20160917 04:52:35< celticminstrel> We're trying to support Android and iOS, so we need to care. 20160917 04:53:24< fabi> Android and IOS ports always used custom gui changes. 20160917 04:53:35< vultraz_iOS> iOS is not low resolution 20160917 04:53:37< vultraz_iOS> Just saying 20160917 04:53:47< vultraz_iOS> Android is more applicable 20160917 04:53:53< fabi> The only reason we still suppurted 800x480 20160917 04:54:05< fabi> was the fact that the pandora 20160917 04:54:12< fabi> featured that resolution 20160917 04:54:25< fabi> and the release manager owned one... 20160917 04:54:29< JyrkiVesterinen> Even though there are high-resolution mobile devices, it would probably still make sense to use low-resolution UI on those devices. 20160917 04:54:38< JyrkiVesterinen> Touch input is not as accurate as mouse input. 20160917 04:55:04< JyrkiVesterinen> It would be difficult to hit anything in a crowded dialog, especially on phones. 20160917 04:56:13< vultraz_iOS> Our low res versions are more crowded than high res :p 20160917 04:56:34< fabi> crowded? 20160917 04:56:59< celticminstrel> iOS is totally low resolution. 20160917 04:57:01< JyrkiVesterinen> Meaning "a very large number of input widgets visible at once". 20160917 04:57:13< celticminstrel> fabi: We did drop 800x480 support. 20160917 04:57:18< vultraz_iOS> celticminstrel: how so 20160917 04:57:26< celticminstrel> The screen is like... 20160917 04:58:02< celticminstrel> ...10cm long, I think? 20160917 04:58:15< celticminstrel> Not even. 20160917 04:58:15< fabi> celticminstrel: That is fine to hear. Well, not really. You should not drop it. Wesnoth should feature all kind of resolutions. 20160917 04:58:24< vultraz_iOS> ... 20160917 04:58:30< vultraz_iOS> No 20160917 04:58:39< celticminstrel> fabi: Sure, let's support 80x20 resolution. Great idea. 20160917 04:58:51< JyrkiVesterinen> fabi: Only if there are developers willing to maintain low-resolution support. 20160917 04:59:45< vultraz_iOS> celticminstrel: screen size != resolution 20160917 04:59:57< fabi> ^ 20160917 05:00:15< celticminstrel> vultraz_iOS: It's close enough, and it's not like HD resolution really means you can fit more in. It just means that what you do fit in can be more detailed. 20160917 05:00:34< celticminstrel> So I guess I'd argue that screen size is more important than the pixel dimensions of the device. 20160917 05:00:35< vultraz_iOS> (Referring to the iOS thing, not fabi's statement) 20160917 05:00:45< vultraz_iOS> Well, true 20160917 05:00:55< vultraz_iOS> I expect anything on iOS to be tiny though 20160917 05:01:04< JyrkiVesterinen> celticminstrel: I agree, screen size is more important. 20160917 05:01:05< vultraz_iOS> Since we never wired in our retina assets 20160917 05:01:30< celticminstrel> fabi admittedly has a point on the ports doing GUI changes, though it'd be nice if they didn't have to (almost certainly a pipe dream). 20160917 05:01:39< celticminstrel> We had retina assets? 20160917 05:01:51< JyrkiVesterinen> celticminstreal: You just used wrong terminology. If you allow me to nitpick, resolution is pixel dimensions *divided by* screen size. For example 300 DPI. 20160917 05:02:11< vultraz_iOS> We have 2x versions of certain assets, yes 20160917 05:02:18< JyrkiVesterinen> So, iOS is definitely high resolution. High pixel dimensions in a physically small screen. 20160917 05:02:33< celticminstrel> That button is huge! 20160917 05:02:46< celticminstrel> And looks kinda weird next to the normal-sized cancel button. 20160917 05:02:51< celticminstrel> Also there's a horizontal scrollbar... :| 20160917 05:03:15< celticminstrel> 1280x1024 20160917 05:03:23< vultraz_iOS> I told you there would be 20160917 05:03:33< vultraz_iOS> It's unavoidable 20160917 05:03:33< celticminstrel> Pretty sure I said that was unacceptable. 20160917 05:04:25< celticminstrel> Mods listbox is hidden altogether now when there are none, huh. 20160917 05:04:54< celticminstrel> There's definitely sufficient space to not have a scrollbar. 20160917 05:05:37< celticminstrel> I'm not sure what exactly is forcing it to expand though. The listbox? 20160917 05:05:41< celticminstrel> The sliders? 20160917 05:05:45< celticminstrel> Something else? 20160917 05:05:49< vultraz_iOS> No idea 20160917 05:06:04< vultraz_iOS> I guess I can look into it 20160917 05:06:25< celticminstrel> I can probably look into it again too at some point. I wouldn't consider it a blocker for 1.13.x. 20160917 05:06:32< celticminstrel> I'd consider it a blocker for 1.14 though. 20160917 05:07:22< celticminstrel> I guess the big button is fine. 20160917 05:07:34< celticminstrel> But it really does look kinda weird next to the normal cancel button. 20160917 05:09:34< vultraz_iOS> What, both should be big? 20160917 05:09:55< celticminstrel> That would be weird too. 20160917 05:10:19< celticminstrel> I think putting them vertically would still be weird too (unless they're the same width). 20160917 05:10:47< celticminstrel> Putting them at opposite corners would be less weird but kinda seems to violate something about how Wesnoth normally does things. 20160917 05:11:02< celticminstrel> ie, OK / Cancel always at bottom right in that order. 20160917 05:11:19< celticminstrel> (Though I find it weird that it's not Cancel / OK, but whatever.) 20160917 05:24:08< shadowm> Wesnoth looks like crap on high-DPI settings on Windows by default. 20160917 05:24:32< shadowm> Things _work_ and it's all for the most part legible, but it's all blurry. 20160917 05:24:59< shadowm> I found that I could select some option in the Compatibility tab for the applications to make it look correct. 20160917 05:25:04< shadowm> *application 20160917 05:25:57< shadowm> But then again, about 98% of images on web pages have the same problem. 20160917 05:26:36< shadowm> It only bothers me on Wesnoth because it extens to text (where precise shapes really matter) and pixel art (where precise shapes also really matter). 20160917 05:27:56< shadowm> Comaptibility → "Disable display scaling on high DPI settings" was the option. 20160917 05:31:26-!- enchi [enchilado@defocus/yummy/enchilado] has joined #wesnoth-dev 20160917 05:34:22< celticminstrel> I want to make the --wconsole option not exit on error until you press a key. 20160917 05:34:43< celticminstrel> What's the best way to do this...? 20160917 05:34:47< shadowm> Since when do _you_ use Windows? o O 20160917 05:35:00< celticminstrel> I have both. 20160917 05:35:25< shadowm> I think that's the responsibility of cwesnoth.cmd or any other wrapper people might use to run Wesnoth with a console window. 20160917 05:35:47< shadowm> And if using cmd.exe's batch language you can easily achieve that behavior with a `pause` command. 20160917 05:36:19< celticminstrel> That doesn't sound like something that would work when running it from the MSVC debugger, unless using system("pause") which I don't really consider a good idea. 20160917 05:36:54< shadowm> I think everyone and their dog knows my opinion of system() by now. 20160917 05:37:35< celticminstrel> I don't specifically know your opinion, but unless otherwise specified I'd assume it's similar to mine in general spirit. 20160917 05:39:31< JyrkiVesterinen> celticminstrel: std::cin.get(); 20160917 05:40:24< celticminstrel> 'kay 20160917 05:40:46< shadowm> Paraphrasing myself, system() needs to die. 20160917 05:41:09< celticminstrel> Well, whoever thought to put it in a standard library was an idiot. 20160917 05:41:12< shadowm> (I'll spare you the full rant.) 20160917 05:41:22-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160917 05:41:22-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160917 05:41:47< celticminstrel> And I suppose people really wanting that functionality would probably be better off using the POSIX exec* functions. 20160917 05:42:20< celticminstrel> Which at least comes with the inherent assumption that it won't work (easily) on Windows. 20160917 05:43:19< vultraz> I'm really considering reverting that change to respect tag order for custom options 20160917 05:43:34< celticminstrel> Please don't. :| 20160917 05:43:45< vultraz> I maintain it looks like crap this way. 20160917 05:43:58< celticminstrel> Tell that to the mod authors. 20160917 05:43:59< shadowm> Windows has CreateProcess. 20160917 05:44:26< vultraz> As I said before, I don't want to leave this to the mod authors. 20160917 05:44:28< shadowm> ShellExecute is the one that more closely resembles system() in unreliability and unsafeness. 20160917 05:44:32< celticminstrel> Reverting it would make it impossible to group related options together. 20160917 05:44:46< celticminstrel> Grouping by function is more important IMO than grouping by type. 20160917 05:45:53< vultraz> Again, it presents an inconsistent experience to the end user. 20160917 05:46:15< celticminstrel> Your arguments honestly don't make any sense. 20160917 05:46:27< celticminstrel> These settings could be absolutely anything. 20160917 05:47:56< vultraz> Implying? 20160917 05:48:50< celticminstrel> A scenario could have a group of options related to, I dunno, "enemy strength", which includes a slider for raw power and a checkbox for whether to include yetis, and another group of options related to "allies strength", which includes a slider for "amount of extra gold received on multiple-of-five turns" and a dropdown allowing you to select a bonus inventory item. Grouping those two sliders together would be bizarre in my opinion 20160917 05:49:35< celticminstrel> Because they mean things that are unrelated to each other but are related to at least one other option. 20160917 05:50:58< vultraz> I suppose that's reasonable 20160917 05:51:05-!- Kwandulin [~Miranda@p200300760F2C71960DAE29E6E3DDBBE0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 06:01:12< celticminstrel> Somehow I can't find the place where widget definitions are looked up. 20160917 06:04:05< vultraz> gah, this gui1 mp connect code is horrendous 20160917 06:04:07< vultraz> cannot find anything 20160917 06:04:31< celticminstrel> Oh right, I suddenly remembered. The addons manager also needs to be finished in GUI2. 20160917 06:04:42< vultraz> yeah 20160917 06:04:52< vultraz> it needs to be wired into the network code, basically 20160917 06:05:00< celticminstrel> I think the MP lobby probably shouldn't use a timer for network stuff, but I'm not sure what better ideas there are. 20160917 06:05:56< vultraz> make the server ping whenever there's an update? 20160917 06:07:05< celticminstrel> That's not the issue here. 20160917 06:07:11< vultraz> if the game receives an update notification, update 20160917 06:07:23< vultraz> instead of querying for updates every 4 seconds 20160917 06:07:24< celticminstrel> It's not something that can be solved in the server. 20160917 06:07:34< celticminstrel> I doubt that's actually how it works. 20160917 06:07:59< celticminstrel> Rather than "querying for updates", isn't it "has it sent me an update yet"? 20160917 06:08:11 * celticminstrel hasn't looked closely, admittedly. 20160917 06:09:18< vultraz> if(gamelist_dirty_ && !delay_gamelist_update_ && (SDL_GetTicks() - last_gamelist_update_ > game_config::lobby_refresh)) { 20160917 06:10:03< vultraz> so the timer queries the server for updates 20160917 06:10:08< vultraz> if (wesnothd_connection_.receive_data(data)) { 20160917 06:10:10< vultraz> process_network_data(data); 20160917 06:10:11< vultraz> } 20160917 06:10:22< vultraz> then processes it 20160917 06:10:30< vultraz> then proceeds to the condition above 20160917 06:10:49< vultraz> to either update the gamelist diff or the gamelist itself 20160917 06:11:16< celticminstrel> I don't see anything in what you posted to suggest that it's querying the server for updates. 20160917 06:11:37< vultraz> or.. hm. 20160917 06:11:52< vultraz> maybe it gathers pooled data 20160917 06:12:05< celticminstrel> That sounds more like it. 20160917 06:12:13< celticminstrel> It's how I'd expect it to work. 20160917 06:12:42< vultraz> but either way, it'd make more sense to do an update when new data comes in, rather then fetching it every 4 seconds 20160917 06:12:47< celticminstrel> Right. 20160917 06:13:06< celticminstrel> The system is immediately aware of the new data, the only trouble is getting Wesnoth to automatically respond to its presence. 20160917 06:13:38< vultraz> hm 20160917 06:13:46< vultraz> receive_data calls poll().. 20160917 06:14:15< vultraz> which returns boost::asio::io_service::poll() 20160917 06:14:29< celticminstrel> Which means "polling the connection to see if there's received data that hasn't been processed". 20160917 06:14:37-!- irker767 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160917 06:14:41< vultraz> I see 20160917 06:16:34< vultraz> anyway this 20160917 06:16:38< vultraz> is rather low priority 20160917 06:17:51-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160917 06:20:23-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:49b5:8176:2c41:79a] has joined #wesnoth-dev 20160917 06:24:37-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:49b5:8176:2c41:79a] has quit [Ping timeout: 255 seconds] 20160917 06:27:48< vultraz> where's all the game data.. 20160917 06:29:03< vultraz> ah, here 20160917 06:29:07< vultraz> it's in the connect engine 20160917 06:30:48< vultraz> ok, what should i call this dialog.. 20160917 06:30:56< vultraz> maybe game_lobby 20160917 06:31:13< celticminstrel> That might be a bit misleading, since the other is also called a lobby. 20160917 06:31:23< vultraz> game_staging? 20160917 06:31:44< celticminstrel> That's not a terrible name, though I'm not exactly keen on it either. 20160917 06:32:31-!- irker016 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160917 06:32:32< irker016> wesnoth: Jyrki Vesterinen wesnoth:expose-preferences-to-lua 920508123098 / / (8 files in 4 dirs): Expose preferences to Lua https://github.com/wesnoth/wesnoth/commit/92050812309882ce47a1416ca1dbf797cf84b080 20160917 06:32:32< irker016> wesnoth: Jyrki Vesterinen wesnoth:expose-preferences-to-lua ae52e83e24a7 / / (3 files in 2 dirs): Restrict preference access to plugins https://github.com/wesnoth/wesnoth/commit/ae52e83e24a7fbf2bfd3d02f66a209a698eb198a 20160917 06:32:33< vultraz> suggestions? 20160917 06:33:39< celticminstrel> Not particularly. 20160917 06:33:43< celticminstrel> Sorry. 20160917 06:33:51< celticminstrel> I'd probably be content with staging. 20160917 06:34:07< vultraz> atrium? :P 20160917 06:34:22< celticminstrel> No. That's just a synonym for lobby. 20160917 06:34:30< celticminstrel> It's not a lobby, really. 20160917 06:34:33< vultraz> eh I'll stick with staging 20160917 06:34:37< celticminstrel> The lobby is a lobby. 20160917 06:34:48< celticminstrel> This is more... people gathering in a room off to the side. 20160917 06:34:53< vultraz> technically *this* is the lobby 20160917 06:34:58< vultraz> and the other thing isn't a lobby 20160917 06:35:01< celticminstrel> Not really. 20160917 06:35:23< vultraz> but any other game's definition that is the case 20160917 06:35:34< celticminstrel> "4. (video games) A virtual area where players can chat and find opponents for a game." 20160917 06:35:45< celticminstrel> That definition fits the lobby, not MP Connect. 20160917 06:36:01< vultraz> meh 20160917 06:36:15< celticminstrel> You can't find opponents for a game if you're in MP Connect (they find you at that point), except through whispers I guess. 20160917 06:36:21< vultraz> I'll just call it mp_staging for now 20160917 06:36:26< celticminstrel> Sure whatever. 20160917 06:36:38< celticminstrel> Of course if we think of a better name, we can just change the caption. 20160917 06:37:12< vultraz> technically the caption is "Game Lobby: $name" right now 20160917 06:37:43< celticminstrel> In GUI1? 20160917 06:37:55< vultraz> yes 20160917 06:37:58< celticminstrel> I suppose you could think of it sorta as a sub-lobby. 20160917 06:38:12< celticminstrel> But between this and the lobby, I still say the lobby is more lobby-like. 20160917 06:40:02< vultraz> so I think I'm going to make the design similar to the lobby 20160917 06:40:11-!- travis-ci [~travis-ci@ec2-54-227-70-42.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 06:40:12< travis-ci> wesnoth/wesnoth#11030 (test_button - 97899f8 : Celtic Minstrel): The build failed. 20160917 06:40:12< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160609273 20160917 06:40:12-!- travis-ci [~travis-ci@ec2-54-227-70-42.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 06:40:20< celticminstrel> That makes sense.. 20160917 06:41:20< celticminstrel> ... 20160917 06:41:38< celticminstrel> What the heck? Everything passes... except the WML unit sanity test. 20160917 06:43:26< celticminstrel> Well, it's a branch, at least. 20160917 06:43:44< vultraz> can you PR team_index_refactor 20160917 06:43:59< celticminstrel> Uhh. Possibly. 20160917 06:44:07< vultraz> we should get that merged 20160917 06:44:22< celticminstrel> Will need to rebase first, which I'm sure will mean zounds of conflicts. 20160917 06:44:46< vultraz> will only get worse the longer we wait 20160917 06:45:17< vultraz> I want that in 1.13.6 so we can catch any issues as soon as possible 20160917 06:45:29< celticminstrel> std::cin.get() doesn't seem to do anything until I press enter. :| 20160917 06:45:50< celticminstrel> Okay, whatever. Sleep now. Figure out later, 20160917 06:45:57-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160917 06:46:06< shadowm> Wasn't that the whole point? 20160917 06:46:28< JyrkiVesterinen> celticminstrel: so it blocks until the user presses Enter. That should be good enough. 20160917 06:46:31< shadowm> std::cerr << "Press enter to continue...\n"; std::cin.get(); 20160917 06:46:54< JyrkiVesterinen> It shouldn't be important to allow the user to press *any* key instead. 20160917 06:49:52< shadowm> vultraz: How late is late September? 20160917 06:50:08< vultraz> last week 20160917 06:50:13< shadowm> I just want to know how long I have to make my dialog not crap. 20160917 06:50:16< shadowm> Okay. 20160917 06:50:23< vultraz> We can extend it to early October if necessary 20160917 06:50:32< shadowm> I forget it's the 17th already. 20160917 06:50:52< vultraz> I'm going to try to get Mp Staging done but I doubt I can do it 20160917 06:51:04< shadowm> You shouldn't wait on me. 20160917 06:51:20< shadowm> I'll try to get it done "soon" but no guarantees. 20160917 06:52:39< shadowm> I greatly underestimated the task's difficulty. 20160917 06:52:51< shadowm> Serves me right for not paying attention to all the use cases. 20160917 06:53:30< shadowm> I mean, about the part that doesn't have anything to do with UI functionality at all. 20160917 06:53:35< vultraz> We can finish the GUI2 conversion for 1.13.7 20160917 06:53:54< vultraz> Except for Help and the in-game UI 20160917 06:53:58< vultraz> Those will have to wait 20160917 06:54:33-!- Kwandulin [~Miranda@p200300760F2C71960DAE29E6E3DDBBE0.dip0.t-ipconnect.de] has quit [Ping timeout: 248 seconds] 20160917 06:55:03< vultraz> So that leaves Mp Staging, the filebrowser, statistics, floating widgets, the storyscreen, the addons manager, and attack predictions. 20160917 06:55:27< vultraz> A manageable list :) 20160917 06:56:32< shadowm> Okay, let me think about it. A caller wants to give me an initial directory to look at and an initial file name on the input box (which may or may not already exist). 20160917 06:56:36< vultraz> If loonycyborg is inclined we might be able to get a working version of the new addons manager for this release, actually. 20160917 06:56:52< vultraz> Hopefully also floating widgets like the command prompt too 20160917 06:56:55< shadowm> I think reducing the problem to those two data points instead of requiring the initial file name to exist simplifies things greatly. 20160917 06:57:25< shadowm> Worst case scenario, the user immediately presses Enter on a non-save mode dialog and they get an error message. 20160917 06:57:30< vultraz> Staging and the Filebrowser, possibly. 20160917 06:57:50< vultraz> Statistics, Storyscreen, and Attack Prediction I'm postponing, though 20160917 06:58:03< shadowm> So, I think I should start by decoupling the filename from the rest of the initial path. 20160917 06:58:34< vultraz> (iirc the addons manager just needs to be wired into the network code) 20160917 06:59:02-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160917 06:59:33< shadowm> Afterwards, the first thing I need to do is convert the initial dir to the "preferred format", make it absolute (normalize_path() with second parameter set to true), and then walk the path backwards until I find the first extant directory. 20160917 06:59:47< shadowm> Worst-case scenario on POSIX, only / exists. 20160917 07:00:10< shadowm> Worst-case scenario on Windows, fall back to the system drive maybe. 20160917 07:00:41< shadowm> Now, internally, I want to keep managing the current dir and selected name separately. 20160917 07:00:55< shadowm> But I also have a textbox. 20160917 07:01:21< shadowm> The textbox needs not agree with the selection, and in save mode it needs not refer to a thing that exists. 20160917 07:01:33-!- Kwandulin [~Miranda@p200300760F2C716E0DAE29E6E3DDBBE0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 07:01:37< shadowm> Furthermore the textbox can refer to a full relative or absolute path. 20160917 07:03:15< shadowm> Exit points: double clicking on a list item (always an extant file or directory), or entering a path or name on the textbox. 20160917 07:04:03< shadowm> Double clicking a directory or manually entering its name or path cancels the exit and enters it. 20160917 07:04:32< shadowm> (Subject to change if the dialog dir mode option gets implemented. Best not to think about it for now, really.) 20160917 07:05:09< shadowm> Double clicking a non-directory object or manually entering its name or path incurs in an action depending on its existence and the dialog's save mode flag. 20160917 07:05:36-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20160917 07:05:49< mordante> servus 20160917 07:06:21< shadowm> So more generally, on exit I have to choose from a user-submitted full path, or an internally-maintained partial path and file name. 20160917 07:06:35< shadowm> But if the user-submitted full path is relative I need to use the internal partial path. 20160917 07:07:00< vultraz> ah, hey mordante 20160917 07:07:12< mordante> hi vultraz 20160917 07:08:24< shadowm> So I think if I want to be able to keep track of things I'll need to simplify the API and allow setting things up with a partial path and file name, or a full path, and completely ignore the file name's existence. 20160917 07:08:38< shadowm> And also ignore the path's existence. All this until the dialog execution begins. 20160917 07:08:52< shadowm> So, divorce the setters from the rest of the logic, like I said. 20160917 07:09:08< shadowm> And I need to unify the exit points. 20160917 07:10:47-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160917 07:11:01< shadowm> And don't tamper with path formats until the dialog execution begins, then make sure that every single operation that doesn't involve the file name deals with extant paths in the preferred format. 20160917 07:11:47< vultraz> zookeeper: any update on the merman castle pr? 20160917 07:12:21< shadowm> I should buy a whiteboard. 20160917 07:12:58< shadowm> A hand-held, portable one, while at that. 20160917 07:13:42< zookeeper> vultraz, no, since he hasn't pushed the removal of the redundant tiles 20160917 07:13:47< vultraz> ah 20160917 07:13:51< vultraz> perhaps remind him? 20160917 07:14:08< zookeeper> yeah. i wonder if he's done it but just forgotten to push the commits... 20160917 07:15:02< vultraz> possibly 20160917 07:15:33< shadowm> This would be much easier if I knew what the GUI1 filechooser's myriad of parameters are supposed to do. 20160917 07:16:59< vultraz> ok, I'm going to focus on the connect screen first 20160917 07:17:01< shadowm> And why does it have this stupid feature where selecting a file causes the textbox to select everything in the name except the extension? 20160917 07:17:31< vultraz> maybe for easy copypaste? 20160917 07:17:40< vultraz> but gui2 textboxes don't support selection 20160917 07:17:46< shadowm> "Oh you are too lazy to input a extension, so I'll let you select an existing file with an extension and have you type the name portion in without dropping the extension." 20160917 07:17:56< shadowm> Probably the poor man's automatic extension option. 20160917 07:18:20< vultraz> Likely 20160917 07:20:33< shadowm> As in this kind of option: https://dl.dropboxusercontent.com/u/21371130/screenshots/4329101.png 20160917 07:21:08< vultraz> That UI looks surprisingly flat 20160917 07:21:27< shadowm> "Surprisingly"? 20160917 07:21:37< vultraz> Yes 20160917 07:22:01< shadowm> What do you mean, surprisingly? Surely you don't assume that everything that isn't Windows and macOS still looks like early 90s GUIs? 20160917 07:22:09< vultraz> I didn't expect linux to embrace flatness. 20160917 07:22:25< shadowm> Although, did you know that UIs were flat before color was even invented in the first place? 20160917 07:22:54-!- Duthlet [~Duthlet@dslb-146-060-179-135.146.060.pools.vodafone-ip.de] has joined #wesnoth-dev 20160917 07:23:08< vultraz> not the good flat 20160917 07:23:11< shadowm> Just do an images search for "Windows 1.0" (not 10). 20160917 07:23:30< vultraz> I have seen that and it looks like shit :P 20160917 07:23:40< shadowm> Flat, massive elements with overly-visible text. 20160917 07:24:33< shadowm> vultraz: Yeah, no, "linux" has not embraced flatness. 20160917 07:24:59< shadowm> However UIs are done is up to desktop environment and UI toolkit devs, and there isn't a single desktop environment or toolkit to choose from. 20160917 07:25:07< shadowm> Plus the major toolkits are themeable. 20160917 07:25:25< shadowm> You know, because SOME OF US actually want to have the freedom of choice in our lives. 20160917 07:26:05< shadowm> :p 20160917 07:26:10< zookeeper> celticminstrel, why not just make an actual pixel-plotting function? as in, instead of misc/blank-hex.png~ADJUST_ALPHA(x^2 + y^2 = 100) you'd have misc/blank-hex.png~PLOT(rg, x^2 + y^2 = 100) for drawing a yellow circle. 20160917 07:27:07< zookeeper> well, maybe i misunderstand the formula and that example makes no sense, but you get the idea. 20160917 07:39:14-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20160917 07:40:19-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160917 07:43:22-!- Kwandulin [~Miranda@p200300760F2C716E0DAE29E6E3DDBBE0.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160917 07:46:59-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20160917 07:47:18-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Read error: Connection reset by peer] 20160917 07:59:35< irker016> wesnoth: Jyrki Vesterinen wesnoth:expose-preferences-to-lua a6bbcfb2b5e2 / src/ (preferences.cpp preferences.hpp scripting/lua_preferences.cpp): Address feedback https://github.com/wesnoth/wesnoth/commit/a6bbcfb2b5e2c87e1ad20798a77e4c991754a33c 20160917 08:04:16< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test 3850f7be9869 / src/scripting/game_lua_kernel.cpp: Expose preferences to Lua https://github.com/wesnoth/wesnoth/commit/3850f7be9869853cd524729d4d3532780cb7b146 20160917 08:04:18< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test fc6fe65394ad / host-gui2.lua host.lua join-gui2.lua join.lua: Enable the GUI2 lobby in the GUI2 lobby test https://github.com/wesnoth/wesnoth/commit/fc6fe65394ad58f77cc2ac568a03a34a7b299bc0 20160917 08:04:20< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test df146318b558 / .travis.yml: Turn on GUI2 multiplayer tests in Travis CI https://github.com/wesnoth/wesnoth/commit/df146318b5581af02589be5edb669de92ef7604e 20160917 08:04:22< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test e4f4dbe4ce55 / utils/travis/mp_test_executor-gui2.sh: Mark mp_test_executor-gui2.sh as executable https://github.com/wesnoth/wesnoth/commit/e4f4dbe4ce55f44e88809460a5d921a94763be70 20160917 08:04:25-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160917 08:06:24< JyrkiVesterinen> Hmm, where did 3850f7be originate? I never explicitly made such a commit. 20160917 08:06:33< JyrkiVesterinen> I'll try to remove it with history rewriting. 20160917 08:07:56< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test 51ce1c488d89 / host-gui2.lua host.lua join-gui2.lua join.lua: Enable the GUI2 lobby in the GUI2 lobby test https://github.com/wesnoth/wesnoth/commit/51ce1c488d89a920d6eb3fd2e7345f66f13237ba 20160917 08:07:59< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test 650ad3a5f449 / .travis.yml: Turn on GUI2 multiplayer tests in Travis CI https://github.com/wesnoth/wesnoth/commit/650ad3a5f4494648700ee26257fa3b6c2cedfdcd 20160917 08:08:01< irker016> wesnoth: Jyrki Vesterinen wesnoth:enable-gui2-lobby-in-gui2-lobby-test 43a4be562501 / utils/travis/mp_test_executor-gui2.sh: Mark mp_test_executor-gui2.sh as executable https://github.com/wesnoth/wesnoth/commit/43a4be5625019f18166c6a1a6054650a29961860 20160917 08:08:19< JyrkiVesterinen> Ah, that's better. :) 20160917 08:14:27-!- Kwandulin [~Miranda@p200300760F2C716E4127CDFCBB2C7A83.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 08:14:58< JyrkiVesterinen> Pull requests 786 and 787 are up. 20160917 08:18:15-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160917 08:18:42< vultraz> remind me to template preferences::set at some point 20160917 08:18:51< vultraz> or just wait until we use c++14 and use auto 20160917 08:21:19< vultraz> JyrkiVesterinen: PRs look fine to new, except no ending newline in the new files 20160917 08:21:22-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 265 seconds] 20160917 08:21:22-!- wedge010 is now known as wedge009 20160917 08:21:55< JyrkiVesterinen> Do you want me to add a commit that adds ending newlines to them? 20160917 08:22:02< vultraz> I do question what use this will have after we get rid of the gui1 mp game create workflow and along with it, the Experimental Lobby pref. 20160917 08:23:00< vultraz> JyrkiVesterinen: if you'd like, but it's not that bg a deal 20160917 08:23:02< JyrkiVesterinen> I didn't want to trust that the GUI1 MP game create would go away soon. 20160917 08:23:19< JyrkiVesterinen> How long has the experimental lobby preference been there? 5 years? 20160917 08:23:28< vultraz> Yes :P 20160917 08:23:48< vultraz> But I intend to remove the GUI1 mp workflow as soon as this final dialog is converted 20160917 08:24:00< vultraz> that does remind me.. 20160917 08:24:03< JyrkiVesterinen> I'm not going to add ending newlines. Too much hassle for a change that no one should care about. 20160917 08:24:07< vultraz> oh wait, gfgtdf isn't here 20160917 08:25:37< vultraz> gfgtdf: have you done any work on converting mp create/wait besides making the chat area widget? 20160917 08:25:44< vultraz> gfgtdf: I don't want to redo work you've done if so 20160917 08:26:31< vultraz> JyrkiVesterinen: in the short term, at least, this will be very useful for testing. 20160917 08:40:00-!- travis-ci [~travis-ci@ec2-54-198-225-166.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 08:40:01< travis-ci> wesnoth/wesnoth#11034 (enable-gui2-lobby-in-gui2-lobby-test - e4f4dbe : Jyrki Vesterinen): The build has errored. 20160917 08:40:01< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160630838 20160917 08:40:01-!- travis-ci [~travis-ci@ec2-54-198-225-166.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 08:41:25< JyrkiVesterinen> The above errored build refers to a commit I removed with history rewriting. It's not a problem. 20160917 08:41:47< JyrkiVesterinen> (It errored because Travis couldn't check out the commit.) 20160917 09:09:01< Sirp> https://forums.wesnoth.org/viewtopic.php?f=2&t=44616 20160917 09:10:56-!- travis-ci [~travis-ci@ec2-54-227-70-42.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 09:10:57< travis-ci> wesnoth/wesnoth#11035 (enable-gui2-lobby-in-gui2-lobby-test - 43a4be5 : Jyrki Vesterinen): The build was fixed. 20160917 09:10:57< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160631197 20160917 09:10:57-!- travis-ci [~travis-ci@ec2-54-227-70-42.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 09:29:45-!- Kwandulin [~Miranda@p200300760F2C716E4127CDFCBB2C7A83.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160917 09:30:23< shadowm> Sirp: s/svn/VCS/ 20160917 09:30:44< shadowm> I think that's more future-proof than calling it SVN (which we haven't used for like four years now?) or Git. 20160917 09:31:03-!- ggeneral [~ggeneral@48.175.47.77.pptp.ntu-kpi.kiev.ua] has joined #wesnoth-dev 20160917 09:33:31< shadowm> vultraz: Maybe add that link to the topic or something? 20160917 09:34:20< shadowm> The rules seem really complicated but maybe I'll get around to parsing them when I'm back in maybe 32 hours. 20160917 10:01:51-!- ggeneral [~ggeneral@48.175.47.77.pptp.ntu-kpi.kiev.ua] has left #wesnoth-dev [] 20160917 10:05:26-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160917 10:05:43-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20160917 10:07:06< JyrkiVesterinen> GUI2 MP tests passed in Travis: https://travis-ci.org/wesnoth/wesnoth/builds/160631197 :) 20160917 10:09:50-!- JyrkiVesterinen [~JyrkiVest@87-100-230-124.bb.dnainternet.fi] has quit [Quit: .] 20160917 10:16:59-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160917 10:20:31< wedge009> Is the add-ons server broken for 1.13.x? 20160917 10:20:54< wedge009> 'There are no add-ons matching the specified criteria on this server.' 20160917 10:21:22< wedge009> Oh dear. I clicked Options and now everything's unresponsive... 20160917 10:21:47< wedge009> I mean, it's responsive, but I'm stuck - can't close anything. 20160917 10:33:14< wedge009> 1.12 is working. 20160917 10:33:33< wedge009> There is data downloaded for 1.13.x, I think there's something wrong with whatever parses the add-ons data. 20160917 10:49:07-!- prkc [~prkc@46.166.138.130] has quit [Remote host closed the connection] 20160917 10:49:55-!- fabi_ [~fabi@176.5.123.186] has joined #wesnoth-dev 20160917 10:53:03-!- fabi [~fabi@176.4.123.186] has quit [Ping timeout: 265 seconds] 20160917 10:55:30-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20160917 11:03:00-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160917 11:11:32-!- irker016 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160917 11:35:52-!- Kwandulin [~Miranda@p200300760F2C716E7C6093CDB2D44C99.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 12:04:18< vultraz> wedge009: oh right 20160917 12:04:26< vultraz> i did find that bug 20160917 12:04:30< vultraz> options doesn't show 20160917 12:04:40< vultraz> just another reason to finish the new manager 20160917 12:05:52-!- horrowind [~Icedove@2a02:810a:8380:10a8:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160917 12:06:48-!- vultraz changed the topic of #wesnoth-dev to: 1.13.6 planned for late September | Wesnoht Inc. board elections: https://r.wesnoth.org/t44616 | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20160917 12:18:30-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160917 12:19:19< vultraz> bumbadadabum: don't forget to vote ^ 20160917 12:21:35< vultraz> zookeeper: doofus just updated the merman castle pr 20160917 12:41:22-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has joined #wesnoth-dev 20160917 12:41:57< vultraz> ah hey gfgtdf 20160917 12:42:26< gfgtdf> vultraz: hi 20160917 12:42:37< vultraz> gfgtdf: wanted to ask you if you had done any other work on transitioning mp connect since ive started work on that and don't want to redo anything you might hve done 20160917 12:42:58< gfgtdf> vultraz: no i havent. 20160917 12:43:02< vultraz> ok good 20160917 12:44:27< gfgtdf> zookeeper: any opinion on pr #784 (oving cavegen to lua) ? 20160917 13:11:39< vultraz> hmm 20160917 13:17:39< vultraz> this is one of those things that's really more complicated than one would hope.. 20160917 13:17:48-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 13:17:49< travis-ci> gfgtdf/wesnoth-old#692 (luacavegen - 1a15c16 : gfgtdf): The build has errored. 20160917 13:17:49< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth-old/builds/160656034 20160917 13:17:49-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 13:18:53< gfgtdf> vultraz: which you mean ? 20160917 13:22:22< vultraz> eh, just the gui1 is spread out all over the place 20160917 13:22:29-!- Bonobo [~Bonobo@2001:44b8:254:3200:40ec:aa1c:4762:edd] has quit [Quit: Leaving] 20160917 13:22:31< vultraz> and it's hard to understand what's needed for what 20160917 13:23:48< vultraz> i guess i can deal with the chat and userlist last 20160917 13:30:30-!- Kwandulin [~Miranda@p200300760F2C716E7C6093CDB2D44C99.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160917 13:30:52< vultraz> plus, trying to decide on a design 20160917 13:30:52< zookeeper> gfgtdf, well i don't know what the implications of it are. 20160917 13:31:07< vultraz> the comboboxes do have an advantage of fixed-size.. 20160917 13:31:30< zookeeper> gfgtdf, is the API going to change, and if yes then how? any behavioral differences? 20160917 13:31:48< vultraz> and again, I wish i didn't have to use a toggle panel here 20160917 13:33:36< gfgtdf> zookeeper: the main difference is that those scneairo use map_generation= instead of scenario_generation=, (map_generation= replaces only map_data while scenario_generation= replaces the whole scneario) this specialyl impled that [event], [side] are now outside [genertor] (just in scenario[ liek in every other scenario) 20160917 13:33:44< gfgtdf> those scenarios* 20160917 13:34:31< gfgtdf> implies* 20160917 13:34:38< gfgtdf> just in [scenario] * 20160917 13:36:29< zookeeper> so old generators are just going to be broken? 20160917 13:38:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160917 13:38:35< gfgtdf> zookeeper: well scneario/map _generation=cave is no longer supported, (its now scneario/map _generation=lua) but the [gnerator syntax didnt change much] 20160917 13:38:47< gfgtdf> [generator] 20160917 13:40:09-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160917 13:41:54< zookeeper> gfgtdf, so was it necessary to remove/break the old syntax? 20160917 13:42:09< gfgtdf> zookeeper: well no we coudl easiyl keep it in by not removing the c++ files. 20160917 13:42:21< vultraz> do we NEED to keep the old syntax 20160917 13:42:40< vultraz> I'd rather not keep old code around 20160917 13:42:46< zookeeper> gfgtdf, well that sounds perfect then 20160917 13:42:47< celticminstrel> We could keep it in and remove most of the C++. 20160917 13:42:47-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 13:42:48< travis-ci> gfgtdf/wesnoth-old#693 (luacavegen - 9dce494 : gfgtdf): The build has errored. 20160917 13:42:49< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth-old/builds/160656322 20160917 13:42:49-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 13:43:07< zookeeper> vultraz, it's not infectious 20160917 13:43:11< vultraz> celticminstrel's is the most reasonable 20160917 13:43:23< celticminstrel> Well, assuming the old cave generator's syntax is trivially reduceable to the new. 20160917 13:44:45< zookeeper> i'm only interested in knowing how the change affects UMC, and if it doesn't then i have no problems with it 20160917 13:45:48< gfgtdf> zookeeper: i assumed that the cavegen code is so speficly written for those 2 mainline scenarios that umc won't have use for it, but mabye i was wrong. 20160917 13:46:44< vultraz> likely true 20160917 13:46:56< gfgtdf> zookeeper: updateing the code to use the new syntax is quite easy but without manually updating it wont work. 20160917 13:47:14< vultraz> just make people use the new syntax 20160917 13:47:39< zookeeper> only three 1.12 add-ons have a match for "generation=cave" 20160917 13:47:52< celticminstrel> Ah, I think I see what the two are not entirely compatible. 20160917 13:47:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160917 13:48:06< celticminstrel> The cave generator is "scenario_generation". The Lua generator is "map_generation". 20160917 13:48:15< gfgtdf> zookeeper: well thats more than 0, i have no problems with keeping the old code for compability then. 20160917 13:48:29< vultraz> :( 20160917 13:48:56< gfgtdf> celticminstrel: the lua can also be used with scenario_generation, but it will then sjut produce the randomyl generated map with dummy [side]s 20160917 13:49:08< vultraz> if you must, it needs a visible deprecation notice displayed to the player. 20160917 13:49:14< celticminstrel> We could do something about that. 20160917 13:49:15 * zookeeper groans 20160917 13:49:36< zookeeper> vultraz, because it's baaaad if people enjoy playing a campaign that uses OLD CODE! 20160917 13:49:39< zookeeper> ...right? 20160917 13:49:50< zookeeper> i mean it's terrible 20160917 13:50:07< vultraz> why are you against deprecation notices for anything :| 20160917 13:50:11< celticminstrel> Deprecation messages really are necessary, but it'd be nice if they could be restricted to designers. 20160917 13:50:24-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160917 13:50:27< celticminstrel> Perhaps we could have a preference "Suppress warnings about deprecated code" which is off by default. 20160917 13:50:33< celticminstrel> Sorry, on by default. 20160917 13:50:43< vultraz> next you'll tell me "no, you cannot add deprecation notices for all the deprecated macros!" 20160917 13:50:44< gfgtdf> celticminstrel: there is no good way to know whetehr oyn play as designed i think. 20160917 13:50:46< mattsc> vultraz: I have not reported the bug yet because I do not know how to trigger it repeatably other than by deleting the save_index file. 20160917 13:50:56< celticminstrel> gfgtdf: Hence my suggestion. 20160917 13:51:00< gfgtdf> celticminstrel: well one coudl get for existent of the .pbl file but that woudl be rather complicated 20160917 13:51:06< gfgtdf> check* 20160917 13:51:11-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20160917 13:51:12< vultraz> celticminstrel: or just display it in debug mode? 20160917 13:51:18< mattsc> vultraz: I know that I have triggered it before without doing so though, so it can happen from in-game only. 20160917 13:51:22< celticminstrel> gfgtdf: That would be helpful, but far from complete. It wouldn't help for mainline scenario devs. 20160917 13:51:42< mattsc> celticminstrel: current master compiles on Xcode without changes to the project file. 20160917 13:51:43< gfgtdf> vultraz: i think there are qute som devs who dont develop in debug mode and quite some player who always pla in debug mode. 20160917 13:51:58< celticminstrel> vultraz: That's a start, but far from complete. There's a high chance the debug mode won't be enabled at the most crucial point - when the scenario starts. 20160917 13:52:05< vultraz> former would be a problem.. latter, not our problem. 20160917 13:52:56< gfgtdf> vultraz: in wonder is the screen at the end of the campauign that just shows 'end' in gui2 ? 20160917 13:53:06< vultraz> gfgtdf: no 20160917 13:53:28< celticminstrel> I doubt it's GUI-anything. 20160917 13:53:38< celticminstrel> Probably just text rendered straight to the screen. 20160917 13:53:44< vultraz> yeah 20160917 13:53:47< vultraz> something like that 20160917 13:54:03< celticminstrel> Not really any point making it a dialog. 20160917 13:54:15< celticminstrel> I mean, you could do it. It'd be really easy. 20160917 13:54:31< vultraz> except it wouldn't fade in/out 20160917 13:54:49< gfgtdf> we made any decision on whether to keep the old cavegen code or not? 20160917 13:55:25< celticminstrel> So far it's pointing towards "keep". 20160917 13:55:58< vultraz> gfgtdf: I'd rather we didn't. The codebase is bloated enough without old, unused code sitting around. But if you keep it it *must* have a player-visible deprecation notice. 20160917 13:56:33< celticminstrel> vultraz: My main takeaway here is that the old cavegen should be removed as a separate PR which takes care to preserve compatibility. 20160917 13:57:07< vultraz> and yes, the notice is a must. 20160917 13:59:46< zookeeper> vultraz, well if it helps, i'm not really against adding a deprecation notice for it 20160917 13:59:58< vultraz> then why are you complaining :| 20160917 14:01:52< zookeeper> i was still recovering from your insistence of just removing it because old code 20160917 14:02:21< celticminstrel> Yeah, "old code" is not a reason to remove something. 20160917 14:02:42< zookeeper> deprecation warning is fine since it only affects 3 add-ons and it'll still actually work at least in 1.14 20160917 14:03:13< celticminstrel> If we're actually deprecating like that, then it can be removed in 1.15.0. 20160917 14:03:20< vultraz> well, you've opposed deprecation warnings in the past. 20160917 14:03:20 * mattsc is manually bisecting the saved games folder :P 20160917 14:03:35< vultraz> *coughcampaigndifficultystuffcough* 20160917 14:03:38< celticminstrel> Bisecting the saved games folder? How does this work? 20160917 14:04:07< mattsc> moving half the games in or out, seeing if error persists … 20160917 14:04:25< celticminstrel> Ah. 20160917 14:04:29< mattsc> Trying to find which series of files creates the problem vultraz wants to know about. 20160917 14:04:50< mattsc> Since just creating a save with shroud does not seem to do it 20160917 14:06:17< gfgtdf> zookeeper: you know which addosn that are ? 20160917 14:06:43< vultraz> celticminstrel: this MP Staging thing is proving rather annoying :/ 20160917 14:07:18< zookeeper> gfgtdf, The_Earths_Gut, Lazersquad, Roar_of_the_Woses 20160917 14:07:45< celticminstrel> I've even heard of one of those. 20160917 14:07:59< vultraz> TEG, eh 20160917 14:08:04< vultraz> one of the actual quality addons 20160917 14:08:24< vultraz> I suppose keeping the code is acceptable if that addon uses it. 20160917 14:08:39< celticminstrel> I've never heard of it. 20160917 14:08:49< vultraz> it's really rather good 20160917 14:09:22< zookeeper> vultraz, if an add-on you _like_ uses it, then that changes things? 20160917 14:09:32< vultraz> yes 20160917 14:09:33< zookeeper> that's not how this is supposed to go. 20160917 14:10:19< celticminstrel> ^ 20160917 14:10:51< vultraz> well there are certainly addons i wouldn't care *at all* about breaking :) 20160917 14:11:05< celticminstrel> BTW gfgtdf, is the Lua version modelled after the C++ cave generator? 20160917 14:11:15< vultraz> but my general stance is generally the same 20160917 14:11:16< gfgtdf> celticminstrel: yes it is 20160917 14:11:21< celticminstrel> So it generates similar maps? 20160917 14:11:24< vultraz> old code must go. 20160917 14:11:30< gfgtdf> celticminstrel: it shodul generate the same maps 20160917 14:11:45< celticminstrel> Then we can probably remove the old code and just leave in a compatibility stub instead. 20160917 14:11:51-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160917 14:12:06< vultraz> even better! 20160917 14:12:43< celticminstrel> In particular the fact that it's scenario generation rather than map generation is an issue that the compatibility stub would need to handle. It would need to convert [items] to whatever new syntax the new generator uses and insert the default terrain_* keys. 20160917 14:14:07< celticminstrel> gfgtdf: Random thought; in addition to place_castle you could support something like place_terrain. Not high priority though. 20160917 14:18:44< gfgtdf> i somehwo cannot dowanlod addons on master 20160917 14:19:53< celticminstrel> Somehow this review feature seems slightly broken. The "Add Comment" button keeps getting stuck on disabled for no apparent reason. 20160917 14:22:13-!- Kwandulin [~Miranda@p200300760F2C716EDC2190581E6F5241.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 14:25:42-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 264 seconds] 20160917 14:25:51< mattsc> vultraz: It looks like the bug actually has nothing to do with shroud (or at least not in saved games). It happens when the game has to rebuild the save_index file and you click on the ‘campaign’ button (not ‘load game’) 20160917 14:26:24< vultraz> ahhhh 20160917 14:26:26< vultraz> t'is good to know 20160917 14:26:28< mattsc> At that point, things take forever (literally minutes, depending on the number of saved games you have) 20160917 14:26:55< mattsc> And if you interrupt that because you thing Wesnoth is hung, the save_index file is corrupted and Wesnoth crashes at start-up. 20160917 14:27:02< mattsc> s/thing/think 20160917 14:27:16< vultraz> odd, odd 20160917 14:27:26< vultraz> do file this as a blocker 20160917 14:27:36< mattsc> Okay. 20160917 14:28:05< mattsc> The easiest way to reproduce is to delete the save_index file manually. 20160917 14:28:09< celticminstrel> I've gotten it when clicking the Campaign button without deleting the save index. 20160917 14:28:18< celticminstrel> Unless pressing F5 deletes the save index? 20160917 14:28:23< celticminstrel> (It shouldn't.) 20160917 14:28:30< mattsc> It shouldn’t, I think. 20160917 14:28:40< mattsc> Yeah, I also triggered it from in game somehow, but can’t reproduce that. 20160917 14:30:27-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 20160917 14:32:08-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20160917 14:38:42-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160917 14:41:40< mattsc> vultraz: I am actually doing some tests on this first. 20160917 14:42:15< mattsc> It’s definitely building the save_index while it is hanging, and it is getting slower and slower as more files are added. 20160917 14:42:17< zookeeper> vultraz, has there been a lot of API changes to GUI2 that could affect existing add-ons? or, in other words, if a list of compatibility-breaking changes was compiled would GUI changes be just a handful of items or a 100? 20160917 14:42:54< vultraz> There are none. 20160917 14:43:20< zookeeper> really? well that's fun 20160917 14:43:40< zookeeper> how is that possible when it's the area you do most of your work in? :p 20160917 14:43:54< vultraz> GUI2 only interfaces with addons via the Lua GUI2 API 20160917 14:43:54< mattsc> But that happens when clicking the campaign button. When clicking ‘load game’ the index is built perfectly quickly. 20160917 14:44:13< vultraz> mattsc: I have noticed a slight lag when entering Campaigns.. 20160917 14:44:57< mattsc> vultraz: rather than filing a bug report, I’ll investigate a little more first. I’ll let you know what I find. 20160917 14:45:20< mattsc> If I can figure it out, I’ll fix it myself. Otherwise I’ll file the report. 20160917 14:45:23< vultraz> zookeeper: and I haven't touched the lua api 20160917 14:46:11< zookeeper> vultraz, that is mysterious indeed 20160917 14:46:31< vultraz> the core functionality of the gui2 toolkit remains the same 20160917 14:46:45< vultraz> there may be behavioral changes, yes 20160917 14:47:06< vultraz> but unless some addon was relying on some kind of broken behavior, it shouldn't affect any UMC 20160917 14:47:18< vultraz> unless the UMC implemented hacks around bad gui2 behavior 20160917 14:47:22< vultraz> in which they can just remove them 20160917 14:49:20< celticminstrel> Someone should abolish the WES_HALT() macro. 20160917 14:49:28< celticminstrel> Replace it with an exception. 20160917 14:49:45< vultraz> celticminstrel: mp staging, first draft, WIP https://drive.google.com/file/d/0B-mR9s8FduLLYnB0Smt0dW96OU0/view?usp=sharing 20160917 14:50:28< vultraz> the hell is this WES_HALT bs O_O 20160917 14:50:33< celticminstrel> Yeah. 20160917 14:50:38< celticminstrel> I know. 20160917 14:50:55< celticminstrel> I guess the goal is "force debugger entry and then halt". 20160917 14:51:38< celticminstrel> BTW, speaking of debugger and exceptions, does anyone know if I can make MSVC break on throw / catch? 20160917 14:52:31< celticminstrel> zookeeper: I think it would be hard to compile a list of everything that works a little differently now in GUI2. However, any dialog that worked before should still work, even if it doesn't quite look the same. 20160917 14:52:44< celticminstrel> zookeeper: I didn't remove anything from the Lua GUI2 API - only added things. 20160917 14:52:54< vultraz> really not exactly satisfied with the basic design here 20160917 14:52:57< vultraz> but meh 20160917 14:53:04< vultraz> for one, shouldn't use that toggle panel... 20160917 14:53:20< vultraz> and it really feels crowded 20160917 14:53:47< vultraz> userlist is also a extreme waste of space 20160917 14:54:08< vultraz> need to repositon 20160917 14:54:10< vultraz> reposition 20160917 14:54:11< celticminstrel> vultraz: Looks great. 20160917 14:54:32< celticminstrel> Though that's a lot of empty space in the middle. 20160917 14:54:58< celticminstrel> But I guess that's going to be unavoidable. 20160917 14:55:05< vultraz> labels will go there 20160917 14:55:11< celticminstrel> Labels? 20160917 14:55:13< vultraz> type/name/gender 20160917 14:55:16< celticminstrel> Ah. 20160917 14:55:20< vultraz> of leader 20160917 14:55:33< celticminstrel> Not type, surely? Isn't that what the ? displays? 20160917 14:55:57< vultraz> well i could just display the sprite 20160917 14:55:59< vultraz> yes 20160917 14:56:14< vultraz> ill think aboutit 20160917 14:56:24< celticminstrel> Oh, you were considering the name of the unit type?. 20160917 14:56:30< vultraz> yes 20160917 14:56:42< celticminstrel> Ah, sure, why not. 20160917 14:56:46< vultraz> the sprite image will change based on selection 20160917 14:56:48-!- ancestral [~ancestral@209.181.254.220] has joined #wesnoth-dev 20160917 14:57:09< celticminstrel> Maybe faction name too. 20160917 14:57:29< celticminstrel> The current one shows that, right? 20160917 14:57:37< vultraz> yes 20160917 14:57:41< vultraz> yeah, I need that too 20160917 14:57:56< vultraz> also need to move the Enter/Cancel buttons 20160917 14:58:18< vultraz> might move them top-of-list again like the lobby 20160917 14:58:20< vultraz> for consistency 20160917 14:58:50< vultraz> anyway 20160917 14:58:54< vultraz> it's a work in progress 20160917 14:59:08< vultraz> and i need to fix the headers 20160917 14:59:12< vultraz> headers are such a pain. 20160917 14:59:31-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160917 15:00:18< vultraz> for some reason, cannot get them to line up :| 20160917 15:00:40< vultraz> anyway 20160917 15:00:45< vultraz> will work more tomorrow 20160917 15:01:17< vultraz> might consider a different method for selecting color than a dropdown with colored text 20160917 15:02:00< vultraz> that's very inelegant 20160917 15:02:25< celticminstrel> Togglebuttons would take a lot more space. 20160917 15:03:00< vultraz> yeah 20160917 15:03:20< vultraz> it just seems so... inelegant :/ 20160917 15:03:54< vultraz> maybe integrate it into the FLG dialog? 20160917 15:04:21-!- louis94 [~~louis94@91.178.242.17] has joined #wesnoth-dev 20160917 15:04:37< vultraz> eh, nah 20160917 15:04:44< vultraz> that'd mean regenerating all the sprites 20160917 15:04:51< vultraz> when color selection changed 20160917 15:11:24-!- Kwandulin [~Miranda@p200300760F2C716EDC2190581E6F5241.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160917 15:12:06-!- JyrkiVesterinen [~JyrkiVest@87-92-19-172.bb.dnainternet.fi] has joined #wesnoth-dev 20160917 15:13:02< JyrkiVesterinen> 20160917 14:51:38< celticminstrel> BTW, speaking of debugger and exceptions, does anyone know if I can make MSVC break on throw / catch? 20160917 15:13:11< JyrkiVesterinen> Yes. Open the dialog Debug -> Exceptions. 20160917 15:13:25< celticminstrel> Is team color something you're normally allowed to pick? I thought only the host can change that. 20160917 15:13:26< JyrkiVesterinen> Then tick the box "C++ Exceptions: Thrown". 20160917 15:14:14< celticminstrel> Whoa, lots of things there. 20160917 15:14:27< celticminstrel> I can even enable only for std::exception. 20160917 15:14:49< celticminstrel> That'd be useful if Wesnoth's bad exceptions (quit, load game, etc) don't extend it. 20160917 15:21:39< bumbadadabum> zookeeper: http://i.imgur.com/XL2CXjw.png 20160917 15:21:52< bumbadadabum> the sorcerer in UtBS S1 just recruited that 20160917 15:22:39< mattsc> celticminstrel: can the [attacks] aspect have several facets? 20160917 15:22:50< celticminstrel> Sure, why not? 20160917 15:23:07< mattsc> I don’t remember. There was something special about it. 20160917 15:23:19< celticminstrel> There is something special about it, yes. 20160917 15:23:30< celticminstrel> But it does support the composite aspect type. 20160917 15:23:49< celticminstrel> If it didn't you wouldn't be able to use [facet] at all with it. 20160917 15:24:00-!- horrowind [~Icedove@2a02:810a:8380:10a8:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160917 15:24:46< mattsc> yeah ... 20160917 15:26:06< zookeeper> bumbadadabum, what the actual... 20160917 15:26:23< bumbadadabum> I have no idea what happened there 20160917 15:26:34 * celticminstrel doesn't understand zookeeper's reaction at all. 20160917 15:26:43< zookeeper> bumbadadabum, did you ;cl from a later scenario? 20160917 15:27:12< bumbadadabum> n 20160917 15:27:12< zookeeper> celticminstrel, http://www.urbandictionary.com/define.php?term=What%20the%20actual%20fuck%3F 20160917 15:27:30< bumbadadabum> I reloaded from the autosave and it does it again 20160917 15:28:11< zookeeper> mind checking the savefile (from before that happens) whether the javelineer is on their recall list? 20160917 15:28:22< zookeeper> also does it have a name 20160917 15:29:47< bumbadadabum> it's on their recall list 20160917 15:29:58< bumbadadabum> named Taebryn 20160917 15:30:11< zookeeper> well, at least that's a random name then 20160917 15:30:32< celticminstrel> No, my lack of understanding is unrelated to your choice of words. 20160917 15:30:56< zookeeper> then i don't understand what's there to not understand :p 20160917 15:32:12< bumbadadabum> I restarted the campaign and now he has a Necrophage on the recall list 20160917 15:32:20< bumbadadabum> let's pull and rebuild 20160917 15:33:11< zookeeper> well what do you know. i see an elvish marksman on their recall list :P 20160917 15:33:38< bumbadadabum> Current branch master is up to date. 20160917 15:34:16-!- irker775 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160917 15:34:16< irker775> wesnoth: mattsc wesnoth:master b84ec9f77552 / data/ai/micro_ais/mai-defs/ (animals.lua protect.lua): Micro AIs: fix attacks aspect setup when ca_id= key not given https://github.com/wesnoth/wesnoth/commit/b84ec9f7755213171d0bdac89b8f3780c3c017b3 20160917 15:34:22< mattsc> celticminstrel: ^ 20160917 15:34:40< zookeeper> my guess: some SP/MP thing is broken, and gives the side a random leader that gets put on the recall list. 20160917 15:34:52< bumbadadabum> zookeeper: It's not there in EI 20160917 15:35:27< zookeeper> there's some weird faction stuff in the teams too in ;inspect. like, side 1 has undead faction attributes there, like the recruit list and so on. 20160917 15:35:47< zookeeper> side 2 has an orcish slayer on their recall list and orcish faction stuff 20160917 15:36:06< zookeeper> s/orcish faction/undead faction 20160917 15:37:25-!- ancestral [~ancestral@209.181.254.220] has quit [Quit: ancestral] 20160917 15:38:07< bumbadadabum> this is odd 20160917 15:39:08-!- Kwandulin [~Miranda@p200300760F2C716E75C68ACFDA6063B8.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160917 15:39:28< zookeeper> i'm gonna hypothesize that it only happens for no_leader=yes sides 20160917 15:39:52< zookeeper> the extra recall list leader, that is 20160917 15:40:26< bumbadadabum> anyway https://github.com/wesnoth/wesnoth/pull/780 updated and stuff 20160917 15:42:44< zookeeper> hmh, doesn't happen in EI S2 for the undead side though. 20160917 15:43:07< zookeeper> which is otherwise set up similar to the UtBS one 20160917 15:43:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160917 15:44:18< celticminstrel> The scenario isn't using [leader] tags, right? 20160917 15:45:05< zookeeper> correct 20160917 15:45:09< zookeeper> (nothing in mainline does) 20160917 15:45:24< celticminstrel> Well, one thing does - the monolithic test scenario. 20160917 15:49:34< celticminstrel> JyrkiVesterinen: If I want "press any key to continue" it seems there's no option but to use MS-specific functions (which might be fine since this is a thing for Windows only), but I could also just settle for "press enter to continue". Thoughts? 20160917 15:50:20< JyrkiVesterinen> I think there is nothing wrong with "press Enter to continue". 20160917 15:50:29< JyrkiVesterinen> It's not hard to press Enter, you know. ;) 20160917 15:50:51< celticminstrel> True enough. 20160917 15:52:24-!- louis94 [~~louis94@91.178.242.17] has quit [Quit: Konversation terminated!] 20160917 15:53:42< irker775> wesnoth: Celtic Minstrel wesnoth:master 8ceac00cd3d8 / src/gui/widgets/settings.cpp: Finish support for GUI2 themes https://github.com/wesnoth/wesnoth/commit/8ceac00cd3d84d03fe7cade14563d01fa1e9aa03 20160917 15:53:44< irker775> wesnoth: Celtic Minstrel wesnoth:master 31a972242a45 / src/ (log_windows.cpp log_windows.hpp wesnoth.cpp): When --wconsole causes the allocation of a new console, https://github.com/wesnoth/wesnoth/commit/31a972242a453be1b2f79043688eb3d07e4a7fac 20160917 15:56:06< zookeeper> bumbadadabum, gotta ask gfgtdf if he has any good ideas 20160917 15:56:26< zookeeper> or anyone else who has worked with the SP/MP stuff 20160917 15:56:56-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160917 16:01:21< irker775> wesnoth: Charles Dang wesnoth:master 33653e396945 / data/gui/ (widget/chatbox.cfg window/lobby_main.cfg): Reduced chatbox size slightly https://github.com/wesnoth/wesnoth/commit/33653e396945bf0e5d0ca56565149ae1f3328ba3 20160917 16:03:32< vultraz> oh nice, commands are broken in the chatbox :/ 20160917 16:06:25-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160917 16:12:03< celticminstrel> I just noticed that github identifies your license at the top. 20160917 16:12:17< irker775> wesnoth: mattsc wesnoth:master 304cb0dd1aba / src/pathfind/teleport.cpp: [tunnel] tag: change default for pass_allied_units key to yes https://github.com/wesnoth/wesnoth/commit/304cb0dd1abad7b4a3d49fc91c51e1309adb8d30 20160917 16:12:31< mattsc> zookeeper: ^ 20160917 16:15:03< zookeeper> roger 20160917 16:16:13< mattsc> I haven’t updated the wiki yet (ore the changelog or the release notes). Will do all that when I know what else I’ll get done before 1.13.6. 20160917 16:16:33< vultraz> celticminstrel: can you get the floating textbox done for 1.13.6? 20160917 16:16:40< celticminstrel> No idea. 20160917 16:53:19-!- DeFender1031 [~DeFender1@46-116-114-128.bb.netvision.net.il] has joined #wesnoth-dev 20160917 17:07:14-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 17:28:00-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160917 17:32:38< tad_> Maybe I should skip working on LoW and move on the EI. 20160917 17:35:38< bumbadadabum> tad_: I was working on EI as well actually 20160917 17:35:39-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 17:35:56< tad_> Just looking at the macros before I get into the actual WML and I'm already fighting the urge to pull out a nuke ... 20160917 17:36:19-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 17:36:44< tad_> bumbadadabum: I saw that. Would you prefer I skip it and come back when you're done? How deeply are you looking at it? 20160917 17:37:00< bumbadadabum> Well I did quite a lot a while back 20160917 17:37:16< bumbadadabum> but uhh 20160917 17:37:32< bumbadadabum> tad_: I'm fine with you working on it 20160917 17:37:36< bumbadadabum> but communication might be nice 20160917 17:40:20< tad_> bumbadadabum: I've not looked at it yet. What I mainly look for, to start, is 'cruft' .. macros not used, artifacts like variables not used .. then I look for errors on screen or on the console. Finally I look for logic problems like a goal of killing someone who is already dead. 20160917 17:40:48< bumbadadabum> ah yeah 20160917 17:40:55< zookeeper> tad_, well, there's still plenty of campaigns to choose from 20160917 17:41:03< bumbadadabum> I've seen what you've done for other campaigns 20160917 17:41:15-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 17:41:21< tad_> zookeeper: I know. Just going down the list 20160917 17:42:11< tad_> bumbadadabum: If you're actively working on it, I can skip it and come back when you're done. I'd rather not cause merge conflicts with your work. 20160917 17:42:57-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has joined #wesnoth-dev 20160917 17:44:13< tad_> So, LoW is scary and needs to be de-scarified. EI is being worked on. So is anyone looking at Hammer of Thursagan? 20160917 17:44:34< zookeeper> nope 20160917 17:44:47< tad_> Then that's where I'll go next. 20160917 17:47:04-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: http://www.kvirc.net/ 4.9.2 Aria] 20160917 17:50:39-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20160917 17:51:36< bumbadadabum> celticminstrel: When do you want me to poke you 20160917 18:03:11-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has joined #wesnoth-dev 20160917 18:03:35-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has quit [Remote host closed the connection] 20160917 18:05:15-!- travis-ci [~travis-ci@ec2-107-22-13-18.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 18:05:16< travis-ci> wesnoth/wesnoth#11045 (master - 304cb0d : mattsc): The build has errored. 20160917 18:05:16< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160683220 20160917 18:05:16-!- travis-ci [~travis-ci@ec2-107-22-13-18.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 18:07:09< tad_> gfgtdf: Were you working on a general WML set/clear for map locations? 20160917 18:07:57< gfgtdf> tad_: no its afaik currently not possbile to change map locations other than [terrain_mask] replace_map etc. 20160917 18:09:07< tad_> Hmm. I thought I saw someone make the locations available to Lua for both read and write. 20160917 18:09:52< Ravana_> [terrain] can change it 20160917 18:10:35-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 18:10:47< tad_> I'm looking at Hammer of Thursagan and the way it's using variables and thinking it would be cleaner and simple if I could set and clear a tile marker. 20160917 18:13:21-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 18:19:20< tad_> Ravana_: Does not appear so in the Wiki but it would be a logical place to add the functionality if it's not there. 20160917 18:21:12< Ravana_> https://wiki.wesnoth.org/DirectActionsWML#.5Bterrain.5D 20160917 18:21:14< zookeeper> tad_, btw are you familiar with http://www.catb.org/~esr/wesnoth/campaign-design-howto.html ? 20160917 18:23:46< tad_> I remember reading through it and thinking it was about what I'd expect. Plan first, work the plan. 20160917 18:26:00< tad_> While I did some new stuff for HttT, my main goal is to fix mistakes like the one I just found .. a defeat condition not listed in the objectives .. 20160917 18:28:27-!- Kwandulin [~Miranda@p200300760F2C716E75C68ACFDA6063B8.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160917 18:30:41< tad_> Ravana_: Don't see it there. What I'm looking for is to get/set the location_id for a tile. Not change the images. I'll check the code because the location_id stuff is new-ish and the wiki is lagging for it. 20160917 18:31:59< zookeeper> tad_, okay. i was mainly thinking about the "traps to avoid" section, and whether you want to try to fix any fuzzier design issues like those, or take note of them for later fixing, or something. 20160917 18:32:41< zookeeper> those kinds of things are a big part of where my interest in tweaking of the existing campaigns lie in. 20160917 18:34:12-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has joined #wesnoth-dev 20160917 18:34:17< tad_> zookeeper: Oh .. I try to look for them, too. For example all that stuff about 'may be dead' and the DM Ford scene. Not a "can't win" blocker but a mess like it 20160917 18:35:38< zookeeper> tad_, so if you want to for example discuss potential solutions to landmines and tomato surprises, that's something i'll happily partake in 20160917 18:37:15< tad_> zookeeper: Of course. We went through that with TSG, iirc, about the bandits, undead and how to get out of that scene logically. 20160917 18:37:55< zookeeper> well there wasn't really any gameplay traps there, was there? 20160917 18:38:07< zookeeper> it was just about logical flow and edge cases 20160917 18:38:54< tad_> So far, I can't recall seeing any "can't win if this happens" things. Mainly stuff like this hero appearing on the path and being a defeat condition but not changing the objectives to tell the player about it ... 20160917 18:39:21< tad_> Which is a bit of a rotten tomato, I guess. 20160917 18:41:08< bumbadadabum> zookeeper: I really want to change EI S7a 20160917 18:41:16< bumbadadabum> the ogres living are a total dice roll 20160917 18:42:10< zookeeper> tad_, well almost any enemy spawning on player moveto is a potential landmine, if you happen to trigger it with your 1hp hero 20160917 18:43:17-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has quit [Remote host closed the connection] 20160917 18:43:23< zookeeper> bumbadadabum, i'll have to refresh my memory WRT the different ogre options in EI... 20160917 18:44:01< bumbadadabum> zookeeper: there's an ogre side and if you win the scenario before the leader dies you skip the ogre scenario and get a loyal ogre 20160917 18:44:32< zookeeper> right, and 07b always takes you to the ogre scenario. got it. 20160917 18:44:48< bumbadadabum> but basically the ogre always dies 20160917 18:44:52< bumbadadabum> on higher difficulties 20160917 18:44:58< bumbadadabum> and on lower difficulties it's a coin flip 20160917 18:45:19< tad_> zookeeper: Ah. Yes. Probably need some move-to-hex stuff to stop the move and do a warning like we see in DM at the Ford ... 20160917 18:45:27< zookeeper> bumbadadabum, okay, well, do you want to do something other than re-balancing? 20160917 18:45:37< bumbadadabum> idk the idea is nice 20160917 18:45:47< bumbadadabum> but the way it's implemented makes it impossible for you to have any sort of influence 20160917 18:45:55< bumbadadabum> since the ogres are all the way at the top 20160917 18:46:00< bumbadadabum> and you're on the other side of the ford 20160917 18:47:18< zookeeper> tad_, as said there's all sorts of different ways to avoid those kinds of problems 20160917 18:47:46< bumbadadabum> I think the only way to get the mechanic to work is to revamp the scenario 20160917 18:48:08< zookeeper> tad_, dynamically positioning the spawned units so that they can't immediately reach you being something i personally like 20160917 18:48:36< zookeeper> and the enter/exit_hex events ought to make that even easier to do 20160917 18:49:11< tad_> zookeeper: I will have to think on that. Hammer S05 has spawns from every village so that's probably ripe for that sort of thing. 20160917 18:49:28< zookeeper> spawns from villages aren't a problem if/when you know that's gonna happen 20160917 18:49:40< zookeeper> sudden spawns are only a problem if you can't reasonably know that they're going to occur 20160917 18:50:27< tad_> zookeeper: First village it's a complete surprise. Second you're like "what, the.." by the third it's your own damned fault for not checking first ... 20160917 18:50:58< zookeeper> bumbadadabum, something that springs to mind would be to try to move the orcs further west and the ogres further east so that when you get across the river, you have to choose whether you go kill the orc leader, or go kill the orcs attacking the ogres, or try to do both and hope you get lucky 20160917 18:51:37< zookeeper> bumbadadabum, and then to balance it so that the ogres will stay alive long enough for you to save them if that's where you choose to move to ASAP 20160917 18:52:33-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 18:52:33< zookeeper> tad_, right, sounds like there should be some further warning about it then. although if the first spawns happen when all your units are at full health anyway and the spawns can't one-hit kill your units, it's not that much of a problem. 20160917 18:53:03< irker775> wesnoth: gfgtdf wesnoth:master 60d114b606b3 / / (8 files in 6 dirs): finish moving cavegen (cave_map_generator.cpp) to lua. https://github.com/wesnoth/wesnoth/commit/60d114b606b305099c690a8c9d6cc0eaff9a905c 20160917 18:53:12< gfgtdf> celticminstrel, zookeeper ^ 20160917 18:53:48< zookeeper> gfgtdf, you saw the discussion we had a few hours ago about weird random leaders on AI recall lists? 20160917 18:53:52< bumbadadabum> zookeeper: That makes some sort of sense 20160917 18:54:15< bumbadadabum> I was personally thinking about maybe making the ogres appear on an island instead 20160917 18:54:22< gfgtdf> zookeeper: hmm no 20160917 18:54:27< bumbadadabum> and have the orcs comment on how they forced them off the mainland 20160917 18:54:32< gfgtdf> zookeeper: this happens in mainline sp ? 20160917 18:54:40-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 18:54:42< zookeeper> gfgtdf, you can start UtBS and check side 3 with ;inspect. it'll have a random leader on the recall list 20160917 18:55:07< gfgtdf> zookeeper: in the first scenario ? 20160917 18:55:11< zookeeper> gfgtdf, i'm guessing no_leader=yes has something to do with it, although it doesn't happen for example in EI S2 which has a very similar setup 20160917 18:55:12< zookeeper> yes 20160917 18:56:05< tad_> gfgtdf: In HttT the player's side starts in a chamber which was randomly placed and had a keep randomly added to it. I moved the area for that chamber north a few tiles to avoid the keep going off the map edge. Just commenting. 20160917 18:56:28< zookeeper> gfgtdf, also if you look at team 1 and 2 (still in UtBS), you'll see all sorts of weird faction stuff like a random faction's recruit lists and such. 20160917 18:56:48-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160917 18:57:06< zookeeper> poor kaleh could recruit goblin spearmen if only he had a keep 20160917 18:57:32< gfgtdf> zookeeper: hmmthis sounds quite bad 20160917 18:57:35< zookeeper> yeah :J 20160917 18:57:58< zookeeper> i figured you'd know best what might be up with that 20160917 18:59:28< gfgtdf> hmm i see nothing wrong in the scnearios wml 20160917 18:59:42< gfgtdf> have to rebuidl wesnoth so can use debugger will take a while 20160917 19:04:46-!- JyrkiVesterinen [~JyrkiVest@87-92-19-172.bb.dnainternet.fi] has quit [Quit: .] 20160917 19:04:48-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 19:09:13-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 19:12:36< irker775> wesnoth: gfgtdf wesnoth:master 55edd99c3eb7 / src/game_initialization/flg_manager.cpp: attempt to fix wrong recruitlist in UtBS 1 https://github.com/wesnoth/wesnoth/commit/55edd99c3eb7a471b33cfee36f7102d38679a728 20160917 19:12:48< gfgtdf> zookeeper: rebuilding take too long, try that ^ 20160917 19:13:16< zookeeper> well i can't build currently 20160917 19:13:18< zookeeper> bumbadadabum, ^ 20160917 19:13:24< zookeeper> (or anyone) 20160917 19:13:30< bumbadadabum> give me a minute 20160917 19:13:38< bumbadadabum> doing some work atm 20160917 19:14:28< celticminstrel> bumbadadabum: Like, daily or something? 20160917 19:16:29-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160917 19:18:28-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160917 19:19:37< tad_> For what it's worth: I just checked master and get no errors on make .. just the normal Boost deprecated header warnings. 20160917 19:30:01-!- travis-ci [~travis-ci@ec2-107-22-13-18.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 19:30:02< travis-ci> wesnoth/wesnoth#11046 (master - 60d114b : gfgtdf): The build passed. 20160917 19:30:02< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160707950 20160917 19:30:02-!- travis-ci [~travis-ci@ec2-107-22-13-18.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 19:32:59< celticminstrel> Okay, so this crash in the floating textbox occurs... when Wesnoth receives a focus event? 20160917 19:34:45< tad_> What crash? 20160917 19:35:13< gfgtdf> bumbadadabum: did you test it ? 20160917 19:36:37< bumbadadabum> gfgtdf: doing that right now 20160917 19:37:31< bumbadadabum> gfgtdf: works 20160917 19:37:41< gfgtdf> bumbadadabum: :D 20160917 19:39:18< bumbadadabum> this bug was honestly quite amusing 20160917 19:39:28< bumbadadabum> I'd have never expected a dark sorcerer to recruit a Javelineer 20160917 19:40:01< gfgtdf> bumbadadabum: in LoW in mp in 1.12.4 you get quite some of these amusing bugs. 20160917 19:40:26< bumbadadabum> I've thankfully never played that 20160917 19:40:31< celticminstrel> tad_: On my branch. 20160917 19:46:47< zookeeper> gfgtdf, bumbadadabum, well that was a surprisingly easy fix then 20160917 19:47:13< zookeeper> i wonder if the reason why it didn't work in EI S2 is that it wasn't the first scenario? 20160917 19:47:18< zookeeper> s/work/happen 20160917 19:48:59< bumbadadabum> well, glad that fixed it 20160917 19:49:08< bumbadadabum> since this was a pretty significant bug 20160917 19:49:26< gfgtdf> zookeeper: does EI S2 have sides with no recuits or with no leader ? 20160917 19:50:39< gfgtdf> vultraz: any progress on gui2 mp connec t? 20160917 19:51:24< zookeeper> gfgtdf, a side with no leader, yes. but it looks like it has controller=null whereas in UtBS the problematic side had controller=ai 20160917 19:51:42< vultraz> gfgtdf: first draft https://drive.google.com/file/d/0B-mR9s8FduLLYnB0Smt0dW96OU0/view?usp=sharing 20160917 19:52:41< vultraz> not really satisfied, tbh. 20160917 19:54:56< gfgtdf> vultraz: ok 20160917 19:56:15< gfgtdf> vultraz: do you intend to firs tport mp connect and then mp wait or both at once ? 20160917 19:56:39< vultraz> gfgtdf: I intend to make them use the same UI with minimal runtime tweaks 20160917 19:57:42-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 19:57:43< travis-ci> wesnoth/wesnoth#11047 (master - 55edd99 : gfgtdf): The build passed. 20160917 19:57:43< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/160710833 20160917 19:57:43-!- travis-ci [~travis-ci@ec2-107-20-24-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 20:07:54< celticminstrel> vultraz: Like hiding the sliders but keeping the numbers? 20160917 20:08:27< vultraz> yeah, stuff like that 20160917 20:08:50< vultraz> but I'm still not satisfied with the overall layout 20160917 20:08:56< celticminstrel> Dropdowns could just be disabled.+ 20160917 20:09:07< celticminstrel> I'd suggest you go with that layout. 20160917 20:09:13< celticminstrel> Of course, you can update it later. 20160917 20:09:35< celticminstrel> But that layout seems perfectly function and good enough for getting all the implementation worked out. 20160917 20:09:40< celticminstrel> ^functional 20160917 20:09:47< vultraz> It doesn't really feel like an update, just a reskin. 20160917 20:11:30< celticminstrel> I don't see a problem with that? 20160917 20:11:49< celticminstrel> I did like the "I'm Ready" button as opposed to "Enter Game", but that's just a minor thing. 20160917 20:12:23< celticminstrel> Hmm, we need a "draggable" image. 20160917 20:12:55< vultraz> a what? 20160917 20:14:12< celticminstrel> A square patch sort of thing that indicates "this can be dragged". 20160917 20:14:57< vultraz> why not the three lines thing like iOS does? 20160917 20:15:19< celticminstrel> That's the sort of thing I'm talking about, yes. Though I think I might prefer something a bit different... 20160917 20:16:22< celticminstrel> Three lines would work... I was imagining something more like a pattern of dots, but it's hard to describe in words. 20160917 20:17:14< celticminstrel> I think not quite like this... http://i.stack.imgur.com/YBh4E.png 20160917 20:17:44< celticminstrel> http://flexponential.com/samples/DraggableIconItemRenderer/DraggableIconItemRenderer.jpg 20160917 20:17:51 * celticminstrel just pasting misc examples right now 20160917 20:18:11< celticminstrel> http://tridentdesign.com/wp-content/uploads/2012/10/soft-white-ui.jpg 20160917 20:18:17< vultraz> blah, not, lines are better than dots 20160917 20:18:27< celticminstrel> Not really. 20160917 20:18:55< celticminstrel> http://media02.hongkiat.com/jquery-ui-sortable/sortable-preview.jpg 20160917 20:19:11< celticminstrel> http://noupe.com/img/rich_ui_1.jpg 20160917 20:21:41< celticminstrel> Just to clarify, I don't think lines are better than dots or dots are better than lines. 20160917 20:22:13< gfgtdf> celticminstrel: i actually wonder why you have msvc 2013? i thought that when you installed it the 2015 version was already avaialbe. 20160917 20:22:42< celticminstrel> I have it because I got it for free through my university. 20160917 20:22:48< celticminstrel> Something called DreamSpark. 20160917 20:22:54< gfgtdf> celticminstrel: ok 20160917 20:23:11< gfgtdf> celticminstrel: but shoudln't dreamspark have teh 2015 version too? 20160917 20:23:26< celticminstrel> Probably, but it didn't when I got it, and I no longer qualify for it. 20160917 20:23:28< tad_> Did we do anything about these: error ai/engine/cpp: side 9 : UNKNOWN aspect[version*composite_aspect] 20160917 20:23:59< celticminstrel> tad_: That's expected, just remove the version key. 20160917 20:25:10< tad_> celticminstrel: From? I think it came from a saved game. I thought someone did something about them but I may be remembering wrong. 20160917 20:25:36< celticminstrel> Depends. 20160917 20:25:53< celticminstrel> It could be in the [side][ai], but more likely it's in something in data/ai/ais. 20160917 20:26:10< celticminstrel> Unless the saved game is erroneously writing the version key (that would be a bug). 20160917 20:28:53< celticminstrel> vultraz: I can't seem to find an example on Google Images, but what I was thinking was a staggered dot pattern, unlike the one I linked. In that "isometric-ish" layout. 20160917 20:29:22< celticminstrel> I'm sure I've seen something a bit like that before. 20160917 20:30:29< tad_> celticminstrel: Well I tried to get it to recur and cannot. Strange. I'll keep an eye out for it again. Got it on THoT S12 for sides 2 through 9 but not when I try again. 20160917 20:31:27< celticminstrel> Even though I say "it's more likely something in data/ai" I would've expected that the version key was already removed from all of those. 20160917 20:33:33< tad_> Ah, well. I found some things need fixin' in THoT so I'll be in it a while and will see if it recurs. I've seen it before and just thought maybe it'd been fixed. If I can get a reliable production for it, I'll track it down. 20160917 20:33:39< celticminstrel> vultraz: There are other options too - a lot of places seem to use a cursor-like image for this. I personally prefer not to, but it's not something to just dismiss out of hand. 20160917 20:34:30< celticminstrel> tad_: I'm guessing side 9 has neither version nor ai_algorithm keys? 20160917 20:35:19< tad_> celticminstrel: I checked and none of sides 2 through 9 have it .. and all 8 of them gave a warning and an error along these lines 20160917 20:35:40< celticminstrel> "it" includes ai_algorithm? 20160917 20:37:00< tad_> they all have ai settings. guardian I remember seeing. and [ai] blocks for passive leader .. and attack_Depth .. that's where the work was now that I see it I remember 20160917 20:37:56< celticminstrel> ai_algorithm effectively includes another cfg file in the AI configuration, so if that cfg file had a version key, it would cause the error (though I wouldn't expect any of the mainline ones to have a version key). 20160917 20:38:19< celticminstrel> That said, it's also unlikely that anyone used ai_algorithm with any other value than idle_ai. 20160917 20:39:17< tad_> Only place 'version' appears in THoT campaign files is changelog. 20160917 20:39:28< celticminstrel> vultraz: Possibly the "staggered dots" could also have the rows be alternately "outdented" and "indented". 20160917 20:40:16< celticminstrel> Only one occurrence in data/ai, and that's a Lua comment. 20160917 20:40:46< tad_> celticminstrel: Well, if I can get it to recur I'll try tracking it down. 20160917 20:41:17< celticminstrel> Sounds like it could in fact be something awry in the engine. 20160917 20:41:47< tad_> celticminstrel: Seeing attack_depth macro reminded me that the work which was done was mattsc fixing something with that .. not the version issue. 20160917 20:50:13< gfgtdf> vultraz: i cannot install addon on my 1.13+dev is this a known issue? 20160917 20:53:42< celticminstrel> Might not be an issue worth fixing directly, as a rehaul of the addons client should be happening soonish. 20160917 21:05:30< gfgtdf> celticminstrel: soonish = befroe next release ? 20160917 21:05:56< celticminstrel> gfgtdf: Not sure, might not be quite that soon. 20160917 21:06:55-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160917 21:07:43< mattsc> celticminstrel: ai.aspects.avoid is equaivalent to ai.get_avoid() ? 20160917 21:08:15< celticminstrel> Yes, should be. 20160917 21:08:28< mattsc> What I mean with that is that it already applies all fitlers for tod, turns and whatever else applies, right? 20160917 21:09:52< mattsc> So adding that to the high_xp_attack should be pretty simple (since I don’t have a potentially conflicting [avoid] tag in the Lua AI code) 20160917 21:10:39< mattsc> I still need to figure out if I need all of this: 20160917 21:10:39< mattsc> https://github.com/wesnoth/wesnoth/commit/85a498ba159a 20160917 21:10:50< mattsc> to make it honor the attacks apsect 20160917 21:11:13< mattsc> but not now ... 20160917 21:12:05< celticminstrel> ai.aspects.avoid and ai.get_avoid() appear to call the same C++ functions. 20160917 21:12:27< mattsc> thanks for confirming, that’s what I thought 20160917 21:24:02< vultraz> gfgtdf: odd... I know addon Options is broken, but you should be able to download 20160917 21:24:17< gfgtdf> vultraz: the list just appears to be empty 20160917 21:25:23< tad_> mattsc: WML [ai] [avoid] style question for THoT a scene has a couple dozen in a row with only diff being x,y ... would it be better to combine them all into one tag? Is there a reason to have them all separated? 20160917 21:26:10< vultraz> gfgtdf: hm 20160917 21:26:12< vultraz> weird 20160917 21:26:19< vultraz> it works in the new addon manager 20160917 21:26:26< vultraz> that is, the list is ther 20160917 21:26:27< vultraz> e 20160917 21:26:34< gfgtdf> vultraz: how do i enable it ? 20160917 21:26:52< celticminstrel> Okay, the crash seems to occur because CVideo::get_singleton() returned null ??? 20160917 21:26:57< vultraz> gfgtdf: addon/manager_ui.cpp:1017 20160917 21:27:14-!- Duthlet [~Duthlet@dslb-146-060-179-135.146.060.pools.vodafone-ip.de] has quit [Quit: leaving] 20160917 21:27:15< celticminstrel> vultraz: I thought the new addons manager was non-functional? 20160917 21:27:29< vultraz> celticminstrel: it works, just doesn't download anything 20160917 21:27:41< celticminstrel> tad_: If there are several [avoid], I believe only the last will be honoured. 20160917 21:27:48< vultraz> celticminstrel: if someone wires that in (should be relatively simple), we can include it in the next release 20160917 21:28:24< celticminstrel> It would be nice is someone organized the dialogs and windows directories to use more subdirs. 20160917 21:28:29< celticminstrel> ^if 20160917 21:28:43< celticminstrel> Maybe not till after 1.13.6 though. 20160917 21:29:10< celticminstrel> tad_: I assume that was not the intent however, so I'd recommend combining them into a single tag. 20160917 21:30:34< vultraz> celticminstrel: CVideo::get_singleton should never return null... 20160917 21:30:47< celticminstrel> I know... 20160917 21:31:05< vultraz> perhaps Aginor knows more 20160917 21:31:22< tad_> celticminstrel: If only the last takes effect, we have a problem. I'll have to do some testing .. but combining sounds like a good idea. It's a LOT of lines. 20160917 21:31:57< celticminstrel> When I step into get_singleton, the member is clearly non-null... 20160917 21:32:39< celticminstrel> But when I step out and then step into getSurface, the this pointer is null. :| 20160917 21:32:50< celticminstrel> How is this possible... 20160917 21:33:22< vultraz> you are using get_singleton() not get_singleton., right? 20160917 21:33:33< celticminstrel> Yeah of course. 20160917 21:34:17< gfgtdf> celticminstrel: do you use a debug build ? 20160917 21:34:32< celticminstrel> Of course. 20160917 21:37:46-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0.2/20160823121617]] 20160917 21:41:08-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 21:42:22-!- horrowind [~Icedove@2a02:810a:8380:10a8:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160917 21:43:57-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has joined #wesnoth-dev 20160917 21:44:47< gfgtdf> vultraz: i also get the full list on the gui2 version 20160917 21:45:13< vultraz> gfgtdf: I propose we just make the gui2 version functional instead of trying to fix the gui1 version 20160917 21:45:39-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 21:45:43< gfgtdf> vultraz: i noticed that with the gui2 verison of the addon manager wesnoth eats 25% cpu (thats one core one a quadcore machine) 20160917 21:45:52< celticminstrel> I want to implement shadowm's addons manifest thing (unless he intends to do so, but my impresion was that he doesn't). 20160917 21:46:19< vultraz> heh 20160917 21:46:20< gfgtdf> vultraz: and i think that this coudl mean that its rather unrepsonsive on slower systems. 20160917 21:46:21< vultraz> good luck 20160917 21:46:35< celticminstrel> I've always wondered, looking at my activity monitor, whether 25% is "one core" or "one-quarter of one core", given that sometimes it exceeds 100%. 20160917 21:46:48< celticminstrel> But... it also sometimes exceeds 400%. 20160917 21:46:53< vultraz> gfgtdf: hm i wonder what's eating all that cpu.... 20160917 21:47:01< gfgtdf> celticminstrel: hmm it never exceeds 100% here 20160917 21:47:11< gfgtdf> celticminstrel: on mac or on windwos that is ? 20160917 21:47:17< celticminstrel> The addons manager doesn't have an open connection like the lobby does. 20160917 21:47:32< celticminstrel> gfgtdf: That's on my Mac. I haven't gotten into the habit of watching CPU usage on Windows. 20160917 21:48:08< gfgtdf> still, drawing this thing seems to be slow. 20160917 21:48:35< vultraz> hm odd 20160917 21:48:38< vultraz> when i scroll the list 20160917 21:48:40< vultraz> initially 20160917 21:48:42< vultraz> it's slow 20160917 21:48:44< vultraz> but later it's not 20160917 21:50:09-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has joined #wesnoth-dev 20160917 21:50:33-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160917 21:51:17< celticminstrel> I thought I'd gotten around the crash by binding the CVideo object in rather than fetching it in the draw function, but then I got the exact same crash again. :| 20160917 21:52:14-!- Appleman1234 [~Appleman1@KD119104048120.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160917 21:53:41< vultraz> this mp connect thing is so damn tedious 20160917 21:53:46< celticminstrel> There's probably a specific cause in some arcane place... 20160917 21:54:33-!- Greg-Boggs [~greg_bogg@2601:1c2:901:e170:edad:3152:427b:847] has quit [Ping timeout: 250 seconds] 20160917 21:54:52< vultraz> wait, are you using get_surface or get_video_surface 20160917 21:55:08< vultraz> because the former isn't a thing 20160917 21:55:12< celticminstrel> getSurface() 20160917 21:55:18< celticminstrel> Possibly based on twindow::show 20160917 21:55:25< celticminstrel> Can't quite remember. 20160917 21:55:46< vultraz> oh right 20160917 21:55:52< vultraz> those two do the same thing :| 20160917 21:55:55< celticminstrel> Sounds like wrapping around an image is doable: https://mail.gnome.org/archives/gtk-i18n-list/2009-March/msg00003.html 20160917 21:55:56< vultraz> can't hurt trying get_video_surface though 20160917 21:56:16< celticminstrel> I suppose, but I suspect the issue is actually elsewhere (probably a buffer overflow somewhere). 20160917 21:56:45< vultraz> actually, get_video_surface is outside the CVideo class 20160917 21:56:54< vultraz> meaning you might not need the singleton 20160917 21:57:09< celticminstrel> Though I don't really feel like working with Pango myself... 20160917 21:59:36< vultraz> I cannot believe how tedious this is 20160917 22:03:30< vultraz> this being the process of copying old code and transitioning it to a new system 20160917 22:07:36< vultraz> BUT it needs to be done 20160917 22:08:13< vultraz> doesn't help when your mouse is breaking 20160917 22:08:43-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 22:08:56< vultraz> so I guess I need to adhere to the old dialog's design of keeping a subclass for side management 20160917 22:09:03-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20160917 22:09:12< vultraz> otherwise 20160917 22:09:27< vultraz> I mean I guess I don't.. *have* to 20160917 22:09:47< vultraz> but it could be convenient 20160917 22:09:50< vultraz> I'm not sure 20160917 22:09:55< vultraz> what about events 20160917 22:10:47< vultraz> I kinda need a vector of *something* 20160917 22:10:59< vultraz> or else i have no way of detecting from whence the widget event came 20160917 22:12:49-!- irker775 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160917 22:12:54< vultraz> actually the connect engine keeps a vector of side_engines 20160917 22:13:03< vultraz> and then the gui1 dialog 20160917 22:13:09< vultraz> passed each one of those to its own subclass 20160917 22:13:11< vultraz> and ... 20160917 22:13:13< vultraz> ok fuck that 20160917 22:13:25< vultraz> there has to be some identifier 20160917 22:13:54< vultraz> index, maybe? 20160917 22:14:00< vultraz> I suppose 20160917 22:14:09-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160917 22:14:33< vultraz> though it seems rather odd to have an index member in an object in a vector just to access the member of the vector :/ 20160917 22:14:36< vultraz> oh well 20160917 22:15:50< vultraz> but is the index constant! 20160917 22:16:00< vultraz> NO it's not 20160917 22:16:08< vultraz> this has a set_index member 20160917 22:16:09< vultraz> *why* 20160917 22:17:13-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 248 seconds] 20160917 22:17:14-!- wedge010 is now known as wedge009 20160917 22:17:38< celticminstrel> Well, I don't really know what's going on there, so it's hard to answer that. 20160917 22:18:22< vultraz> ok 20160917 22:18:24< vultraz> save_id 20160917 22:18:27< vultraz> that should be consistent 20160917 22:18:30< celticminstrel> Oh my, I think possibly I might have found the culprit. 20160917 22:18:35< tad_> Gak! Resized the window. The dialog now reads "H\na\nm\el\nW\nhat\n ..." 20160917 22:18:49< vultraz> oh deer :P 20160917 22:19:00< vultraz> what did that even say before 20160917 22:19:04 * celticminstrel shines the headlights on vultraz 20160917 22:19:18< vultraz> H...a...m...el.. W..hat 20160917 22:19:22< tad_> "Hamel What ..." a lot of text 20160917 22:19:35< vultraz> celticminstrel: did i break something 20160917 22:19:39< tad_> Got "wrapped" into a letter or two a line. 20160917 22:20:01< celticminstrel> So thandler dynamic_casts the back dispatcher to twindow. This triggers std::bad_cast, which is then caught by a catch(...) clause in playmp_controller. 20160917 22:20:17< vultraz> the hell? 20160917 22:20:25< tad_> I was checking something on a cut-scene. Made the window way bigger than my monitor so I could see it and then made it as small as possible. 20160917 22:20:31< vultraz> how is playmp_controller handling exceptions thrown from the ui 20160917 22:20:43< celticminstrel> Which then rethrows it after synchronizing. 20160917 22:20:57< vultraz> and this is my fault, how? 20160917 22:21:04< celticminstrel> And... I'm not sure what happens next. 20160917 22:21:19< celticminstrel> It's not your fault. The culprit is right up there at the start. 20160917 22:21:26< celticminstrel> Assuming the dispatcher is a window. 20160917 22:21:35< celticminstrel> In this case it's instead a floating textbox. 20160917 22:21:40< vultraz> ah 20160917 22:21:48< vultraz> time to template the dispatcher! :D 20160917 22:21:53< vultraz> or use get_window 20160917 22:21:57< vultraz> wait, no 20160917 22:21:58< celticminstrel> Nah, I'll just call get_singleton. 20160917 22:22:36< celticminstrel> Since the only reason for casting to twindow was to get the CVideo object. 20160917 22:22:42< vultraz> I see 20160917 22:22:57< celticminstrel> (This is part of the generic code for handling a DRAW event.) 20160917 22:23:46< celticminstrel> Still not entirely satisfied with the 800x600 MP Create layout... 20160917 22:24:03< vultraz> all small resolutions of mp create look cramped and crappy 20160917 22:24:10< vultraz> because we had to shove everything together :/ 20160917 22:24:39< celticminstrel> Okay, so there's definitely problems to be had here... 20160917 22:24:55< vultraz> (no offense to you, since you made it work) 20160917 22:25:02< vultraz> (but it doesn't look great) 20160917 22:25:14< celticminstrel> For starters, once the floating text box is shown, it grabs all keyboard events. 20160917 22:25:25< celticminstrel> Meaning esc does nothing whatsoever. 20160917 22:25:31< celticminstrel> But somehow enter does nothing either. 20160917 22:25:34< vultraz> well, of course 20160917 22:25:39< vultraz> twindow handled that 20160917 22:25:50< vultraz> ttext box has no explict handlers for enter or esc 20160917 22:25:51< vultraz> explicit 20160917 22:25:52< celticminstrel> Well, in this case it's handled by menu_events I think. 20160917 22:26:00< celticminstrel> And I can't tell whether my typing has any effect because the widget is not drawing properly. 20160917 22:26:36< celticminstrel> It's also trapping mouse clicks, so I can't actually do anything except click the big red X. 20160917 22:27:05< celticminstrel> Oooh, once I do that it actually draws and I can see that my typing did at least work, even though I couldn't see it. 20160917 22:27:35< vultraz> what big red x 20160917 22:27:39< celticminstrel> Now I'm getting that same crash again, this time on quit... 20160917 22:27:45< celticminstrel> vultraz: Window decoration X. 20160917 22:28:00< celticminstrel> Technically the button's red, not the X, but close enough. 20160917 22:30:20< celticminstrel> I wonder if it'd actually be easier to implement the floating textbox as a "window". 20160917 22:30:55< vultraz> why not 20160917 22:30:58< vultraz> might be easier 20160917 22:31:03< vultraz> your code looked rather complicated 20160917 22:32:22< celticminstrel> I guess it can't use tpopup unless I change that to accept mouse/keyboard input. 20160917 22:32:34< vultraz> again, why not 20160917 22:32:34< celticminstrel> Not sure if tdialog has show_non_modal... 20160917 22:32:55< celticminstrel> tpopup currently seems to be specifically designed for tooltips if I'm not mistaken. 20160917 22:34:02< celticminstrel> If I make tpopup accept mouse/keyboard input, then it's probably still valuable to not assume that the dispatcher is a window... 20160917 22:34:03< shadowm> celticminstrel: Yeah, I can't really work on anything other than micro-projects I was already working on before the beginning of my break, I'm afraid. 20160917 22:34:19< shadowm> (Also, hey, I'm back sooner than I expected.) 20160917 22:34:58< vultraz> I suspect the manifest thing might either be simpler than expected 20160917 22:35:01< vultraz> or way harder than expected 20160917 22:36:49< vultraz> it could be a 1.14 target 20160917 22:36:51< vultraz> not sure 20160917 22:37:05< celticminstrel> I definitely think it should be in 1.14 if at all possible. 20160917 22:37:17< vultraz> well, pencil it in then 20160917 22:37:26< vultraz> but first let's finish the GUI2 conversion 20160917 22:39:22< mattsc> tad_: yeah, I also think only one [avoid] tag is taken into account if there are several (with the same ToD or turns conditions) 20160917 22:40:18< tad_> mattsc: OK. I will have to take a hard look at what it's trying to do and ensure it actually does it. 20160917 22:43:34< mattsc> tad_: I just had a quick look at that map, and it should be way easier to set up that [avoid] filter. 20160917 22:45:02< mattsc> The way it looks, simply [avoid]terrain=Gs,Ce,Ke[/avoid] should do, although I might be missing a detail here or there 20160917 22:45:57< tad_> mattsc: THoT S09? I'm not surprised. I was thinking just that, myself. And I'll test it when I get to that point. A few minor fixes in earlier scenes I want to do real quick. 20160917 22:46:13< mattsc> tad_: yes 20160917 22:46:42< mattsc> But even if you do it with coordinates (and to answer your initial question), yes, those should all be in one [avoid] tag. 20160917 22:47:30< tad_> mattsc: The thing is there's that 'avoid the temple' macro, too. I want to check: I don't think it's needed since only a Mage can take the item; but I want to test that, too. 20160917 22:47:58< mattsc> Sure, sounds good. 20160917 22:49:03-!- Appleman1234 [~Appleman1@KD119104050103.au-net.ne.jp] has joined #wesnoth-dev 20160917 22:53:55< mattsc> tad_: Just did a quick test and the elves definitely do come out into the plains in the west, confirming that the multiple [avoid] tags don’t work. 20160917 22:54:23< celticminstrel> mattsc, tad_, at least make sure that using terrain= doesn't accidentally grab some unintended spaces. 20160917 22:54:25< tad_> mattsc: OK. I'll fix it when I get up to S09. 20160917 22:55:44< mattsc> celticminstrel: yes, that needs to be confirmed. I wasn’t suggesting the exact fix, only how to do it in general. 20160917 22:56:56< tad_> To be honest, many times I wonder about [avoid] .. it's fine where we don't want one AI to move into the area for another. But it makes for run-and-hide areas which don't make sense to me. You have a 1HP Hero and move him 2 tiles into grassland and no elf will step 1 hex outside the forest to finish him off? Really? 20160917 22:58:32< mattsc> tad_: well, yes, but you do the best with the AI resources you have 20160917 22:58:42 * tad_ nods. 20160917 22:59:09< mattsc> It’s not perfect, but often it provides a good approximation and most players will likely never know 20160917 22:59:27< mattsc> The other option would be to write a custom candidate action or something. 20160917 22:59:57< mattsc> Actually, these days you could do this by adding a simple_attack Micro AI to the scenario, but I bet this was set up way before those existed 20160917 23:00:13< celticminstrel> [Sep 17@6:39:22pm] mattsc: tad_: yeah, I also think only one [avoid] tag is taken into account if there are several (with the same ToD or turns conditions) 20160917 23:00:15< celticminstrel> But those weren't actually supported in [avoid] until recently, I think... I guess if you have separate [ai] tags with those conditions it could work. 20160917 23:00:25-!- gfgtdf [~chatzilla@x4e369ec4.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0.2/20160823121617]] 20160917 23:00:35< mattsc> oh, right ... 20160917 23:04:48< tad_> celticminstrel, mattsc well, if all else fails, I have no problem with doing a bazillion x,y locations. Tedious and not future-proof like a terrain selection but it works. 20160917 23:05:22< tad_> For example, terrain selection _might_ mean an elf can't cross the path .. rendering half the map unreachable. 20160917 23:05:45-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20160917 23:06:43< celticminstrel> tad_: I'm fairly sure that [avoid] locations are only unavailable as a final stopping location; they can be crossed over on the way to someplace else. 20160917 23:07:33< celticminstrel> So while your concern isn't entirely unwarranted (if there's a huge swathe of some terrain that can't be crossed in a single move), it's probably not a big thing to worry about. 20160917 23:08:34< tad_> celticminstrel: OK. It's something I'd test, anyway, since I'd be changing that feature of the scene and would try to avoid unexpected surprises. 20160917 23:09:21< tad_> I'd hate to make what looks like a simple change and turn a real fight to cross the map into a cake-walk. 20160917 23:14:47< tad_> I love this stuff .. death of a hero is a defeat condition. So why does death of the enemy check the hero is there for some messages? Good-bye [if] you're wasted cycles. 20160917 23:16:55< mattsc> Maybe death of hero did not use to be a defeat condition? 20160917 23:17:33< mattsc> tad_: as for future-proofing the [avoid] filter, using terrain codes has its risks too. 20160917 23:17:58< tad_> mattsc: Of course. But if you're going to all the work to change that, seems silly to leave a dead [if] behind. 20160917 23:18:11< mattsc> Somebody might come and decide that the map does not look pretty enough and replace the plains with more varied terrain that has the same defense but different codes. 20160917 23:18:24< tad_> mattsc: Yes, but it follows map changes which is where the big work would be if I did a huge x,y= mess 20160917 23:19:30< tad_> mattsc: I was thinking that what would be REAL nice would be a [terrain-mask] like thing which used _f for 'Not here' and not-_f for 'here is OK' then 20160917 23:19:31< mattsc> tad_: yes, absolutely. I agree with you on all of that. Just pointing out the caveats. 20160917 23:19:57< zookeeper> maybe whenever one saves a map in the editor, there should be a pop-up notice reminding you to check that you didn't break anything in the corresponding scenario ;) 20160917 23:20:01< mattsc> In principle, if somebody changes a scenario or map, all of this should be checked. But it happens rather frequently that people aren’t as … anal as they should be. 20160917 23:20:36-!- Bonobo [~Bonobo@2001:44b8:254:3200:605a:61d9:df57:9fbd] has joined #wesnoth-dev 20160917 23:20:38< tad_> You need more OCD people. Our wifes complain but we do make good programmers. 20160917 23:21:01< zookeeper> and yeah, making even cosmetic changes to a map should be followed with a checking of the scenario(s) for any terrain filters or similar which might be affected. 20160917 23:21:41< zookeeper> of course, sometimes that might be cumbersome and a lot of work, but still. 20160917 23:22:20< mattsc> Hehe. Yep. Well, I’ll stop wasting everybody’s time now and go deal with my own avoid filter task ... 20160917 23:22:26< tad_> zookeeper: Yes. We could do something about that, too, in the editor. But that's a huge change. 20160917 23:24:03< celticminstrel> The scenario editor is unfortunately still basically unusable for campaign dev. :/ 20160917 23:26:31< tad_> zookeeper: So I'm play-testing THoT S04 and kill the enemy leader and get some gold. Then I look and there's a pile of gold there. ME WANT!!! But no, it's End Scenario! 20160917 23:27:48< tad_> I feel like I want to remove the image ... it's frustrating. But, on to S05 ... 20160917 23:33:18< zookeeper> tad_, yeah, seems like a weird choice to have that image there. 20160917 23:33:20-!- travis-ci [~travis-ci@ec2-54-198-225-166.compute-1.amazonaws.com] has joined #wesnoth-dev 20160917 23:33:21< travis-ci> gfgtdf/wesnoth-old#694 (fix_24927 - cf98b1d : gfgtdf): The build is still failing. 20160917 23:33:21< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth-old/builds/160742285 20160917 23:33:21-!- travis-ci [~travis-ci@ec2-54-198-225-166.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160917 23:38:40-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 265 seconds] 20160917 23:41:52-!- irker094 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160917 23:41:52< irker094> wesnoth: mattsc wesnoth:master 0e87d7fd4365 / data/ai/lua/ca_high_xp_attack.lua: High XP attack CA: respect the default 'avoid' aspect https://github.com/wesnoth/wesnoth/commit/0e87d7fd436588f88fc093fd460b80903e1c5f4e 20160917 23:42:19< mattsc> Well, that was the easy one. The attacks aspect probably needs all the stuff celticminstrel put into the Fast MAI code. 20160917 23:43:08< celticminstrel> You can probably get it straight from the fast attack utils. 20160917 23:43:18< celticminstrel> (Or if you want, move it to the general AI helper.) 20160917 23:43:59< mattsc> I probably don’t need quite all the parameters and conditions from there, so I’ll see if I reuse it or cut it down. 20160917 23:44:13 * celticminstrel adds ?w=1 to the end and discovers that you actually only added three lines. 20160917 23:44:34< mattsc> Yes ... 20160917 23:44:44< celticminstrel> Though one is just "end". 20160917 23:44:53< celticminstrel> So two "real" lines. 20160917 23:45:06< mattsc> It’s nice when that happens! 20160917 23:45:19 * mattsc did not know the ?w=1 trick/syntax. 20160917 23:45:58< celticminstrel> I probably would've used goto to avoid the extra indent (and thus reduce the diff), though if it was new code I probably wouldn't've. 20160917 23:46:12< celticminstrel> ?w=1 is how github does it, on the command-line it's -w IIRC 20160917 23:46:26< mattsc> I see. 20160917 23:46:31< tad_> Oh, that's a nice feature. Same as 'git log -p -w' ignores whitespace locally. Use 'em both a lot. 20160917 23:47:09< celticminstrel> Well sure, if you're passing it to log you need -p, but I usually use diff (or show). 20160917 23:48:11< mattsc> celticminstrel: the changes to the AI code itself for the attacks aspect, once you have the attacks filter, will not need a whole lot more. 20160917 23:48:21< mattsc> It’s the getting the attacks filter that 150 lines or os. 20160917 23:49:14< celticminstrel> It's also duplicating the logic the engine itself uses to look it up. 20160917 23:49:22< mattsc> But fortunately somebody coded that already :) 20160917 23:49:38< celticminstrel> I wonder if it might be better to actually change the result of ai.aspects.attacks to be different from ai.get_attacks(). 20160917 23:49:44< mattsc> Yeah, I wonder ... 20160917 23:49:49< celticminstrel> Return a pair of unit lists, instead of the full analysis. 20160917 23:50:11< mattsc> We were wondering the same thing there, that’s why I stopped my sentence. 20160917 23:50:15< celticminstrel> Not entirely sure if that's easily done. I think the attack analysis is registered as the aspect's type. 20160917 23:50:50< celticminstrel> The aspect's type could be changed, I guess. 20160917 23:50:54< mattsc> Yeah, and for consistency we might not want to change it. 20160917 23:51:03< celticminstrel> Hmm? 20160917 23:51:04< mattsc> But would it be easy enough to add another function to the ai table? 20160917 23:51:16 * tad_ thumbs through his Official Rules of Thumb and reads the section about copy-and-paste generally calling for a refactor ... 20160917 23:51:20< mattsc> Well, all the other aspects return the output of the analysis. 20160917 23:51:27< celticminstrel> I was kind of thinking that changing it for ai.aspects might actually be good because ai.aspects is new and doesn't need to be compatible. 20160917 23:51:29< mattsc> Well, I guess unit lists make sense for that. 20160917 23:51:33< celticminstrel> Oh. 20160917 23:51:42< celticminstrel> Well, I wasn't proposing to return the raw filter. 20160917 23:52:05< mattsc> No, I understood that. Having the unit lists returned would be fantastic. 20160917 23:52:33< mattsc> Esp. if there’s another way to get to the combat analysis results. 20160917 23:52:39< celticminstrel> Either { {list-of-own}, {list-of-enemy} } or { own = { ... }, enemy = { ... } } 20160917 23:53:11< mattsc> Either works. If you want me to make a random choice, the latter. 20160917 23:53:12< celticminstrel> If we changed that I think I'd just leave ai.get_attacks for getting the analysis (it would've eventually been deprecated otherwise). 20160917 23:53:50< mattsc> Question is whether making it different is … confusing? 20160917 23:54:33< mattsc> Would it make sense to add ai.get_attack_units()? 20160917 23:54:50< mattsc> or something ... 20160917 23:54:54< celticminstrel> Hmm, not sure. 20160917 23:54:58< celticminstrel> Why would it be confusing? 20160917 23:55:17< celticminstrel> If anything, for me the current way would be a bit confusing (ie, returning the full attack analysis). 20160917 23:55:25< mattsc> the fact that ai.aspect.name and ai.get_name() do the same thing for all other aspects? 20160917 23:55:32< celticminstrel> Ahh. 20160917 23:55:58< celticminstrel> Well, the other get_* will be deprecated though, so if we went with that route then eventually only get_attacks() and get_targets() would remain. 20160917 23:56:13< mattsc> Oh, alright. That’s fine by me then. 20160917 23:56:30< mattsc> So … Are you going to do that? 20160917 23:56:40< celticminstrel> I'll look into it. 20160917 23:56:50< mattsc> In which case I am not going to bother with adding it to the high_xp CA at this time. 20160917 23:56:53< mattsc> Cool! 20160917 23:57:15< celticminstrel> After the floating textbox, most likely. I'll put it on my TODO list so I don't forget. 20160917 23:58:18< mattsc> Great, thanks. And if that means that the attacks aspect won’t be honored by the CA yet in 1.13.6, well, too bad. We can add that to the release announcement. 20160917 23:58:30< celticminstrel> Does anyone remember where the team toggle checkbox is in chat mode? 20160917 23:58:44 * mattsc does not 20160917 23:58:45< celticminstrel> Is it directly below the text box, or below and to the right of it? 20160917 23:59:03 * celticminstrel means chat mode when pressing... I think m in-game. 20160917 23:59:08 * celticminstrel in case that's unclear. 20160917 23:59:23 * celticminstrel could google-image it if I have to. 20160917 23:59:32< celticminstrel> ...or come to think of it, I could try in 1.12. Duh. --- Log closed Sun Sep 18 00:00:28 2016