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The computer falls into a deep sleep, to awake again some other day!] 20160901 08:04:02-!- Kwandulin [~Miranda@p200300760F42415E5966D161A0AF96BE.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160901 08:07:13-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 08:12:34-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 265 seconds] 20160901 08:39:23-!- Kwandulin [~Miranda@p200300760F42415EF86978F1F258F3EA.dip0.t-ipconnect.de] has joined #wesnoth 20160901 08:47:18-!- irco [~irco@HSI-KBW-134-3-111-4.hsi14.kabel-badenwuerttemberg.de] has joined #wesnoth 20160901 08:53:14-!- dobson` [~dobson@68.ip-149-56-14.net] has joined #wesnoth 20160901 08:54:08-!- demok_ [~o@178.62.242.27] has joined #wesnoth 20160901 08:57:18-!- prkc_ [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth 20160901 08:57:23-!- prkc_ [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Remote host closed the connection] 20160901 08:58:26-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Remote host closed the connection] 20160901 08:58:39-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth 20160901 08:58:55-!- Netsplit *.net <-> *.split quits: shurnormal, DDR, demok, dobson, irco, Soliton 20160901 09:03:10-!- Netsplit over, joins: Soliton, DDR, irco, shurnormal 20160901 09:03:54-!- irco [~irco@HSI-KBW-134-3-111-4.hsi14.kabel-badenwuerttemberg.de] has quit [Max SendQ exceeded] 20160901 09:12:13-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 09:17:36-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 250 seconds] 20160901 09:38:36-!- mic_e [~quassel@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 09:42:57-!- mic_e [~quassel@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 244 seconds] 20160901 09:55:16-!- RodiX [uid5578@gateway/web/irccloud.com/x-wkwqttwwiyzuxcxk] has joined #wesnoth 20160901 10:21:52-!- mystic_x [~X@unaffiliated/mysticx] has joined #wesnoth 20160901 10:22:06-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160901 10:24:14-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection timed out] 20160901 10:33:11-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160901 10:52:56-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection timed out] 20160901 10:54:00-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160901 10:55:13-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 10:57:11-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20160901 10:58:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160901 11:00:12-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 276 seconds] 20160901 11:47:18-!- mic_e [~quassel@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 11:47:32-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth 20160901 11:58:49< DeFender1031> assuming that "T" has been set to the tag metatable, is there any difference between T.somename{values} and {"somename", {values}}? It appears that T even works with made up names. 20160901 11:59:41< vultraz> nothing, really 20160901 11:59:45< DeFender1031> Or did I just hit the point of understanding correctly that the purpose of the tag metatable is to make it easier to write wml-style tables without having to structure the names that way? 20160901 12:00:01< vultraz> correct 20160901 12:00:23< DeFender1031> okay, good to know. I thought that meant that T was full of some special magic 20160901 12:00:27< DeFender1031> er 20160901 12:00:34< DeFender1031> i thought previously that* 20160901 12:36:35-!- Kwandulin [~Miranda@p200300760F42415EF86978F1F258F3EA.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160901 12:42:43-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160901 13:49:25-!- mystic_x [~X@unaffiliated/mysticx] has quit [Read error: Connection reset by peer] 20160901 14:09:06-!- Kranix [~magnus@x1-6-74-44-01-e4-f1-52.cpe.webspeed.dk] has joined #wesnoth 20160901 14:14:45-!- ncms [and@2a02:a312:c101:f800:a19d:e280:1e2d:2d30] has joined #wesnoth 20160901 14:24:35-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160901 14:29:28-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth 20160901 14:43:38-!- Kwandulin [~Miranda@p200300760F42415E55DB25DA040CEADD.dip0.t-ipconnect.de] has joined #wesnoth 20160901 14:46:02-!- DMG-WR0K [~damage@pool-108-29-130-218.nycmny.fios.verizon.net] has joined #wesnoth 20160901 15:01:39-!- Appleman1234 [~Appleman1@KD119104106244.au-net.ne.jp] has quit [Ping timeout: 264 seconds] 20160901 15:10:00< DeFender1031> is there a function to escape a string for pango markup so that if, for example, someone names a unit "", the program doesn't explode? 20160901 15:13:19< vultraz> I'm sure there's some escape character.. not sure 20160901 15:15:10< DeFender1031> vultraz, i meant a function in lua to take a string and return it escaped 20160901 15:15:41< vultraz> hm 20160901 15:15:43< vultraz> dunno 20160901 15:15:50< vultraz> celticminstrel might know 20160901 15:16:21< celticminstrel> There's such a function in the C++, but I don't know of one in Lua. 20160901 15:17:24< celticminstrel> You could use Lua's string library though - all you need to do is replace '<' with '<', '>' with '>', '"' with '"', "'" with ''', and '&' with 'Wamp;'. 20160901 15:32:33-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Ping timeout: 240 seconds] 20160901 15:40:47-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160901 15:47:45-!- prkc [~prkc@192.40.89.18] has joined #wesnoth 20160901 15:53:52-!- Kranix [~magnus@x1-6-74-44-01-e4-f1-52.cpe.webspeed.dk] has quit [Remote host closed the connection] 20160901 15:54:34-!- Kranix [~magnus@x1-6-74-44-01-e4-f1-52.cpe.webspeed.dk] has joined #wesnoth 20160901 15:55:56-!- vincent_c [~bip@vcheng.org] has quit [Quit: Coyote finally caught me] 20160901 15:56:41< DeFender1031> celticminstrel, easy enough to write a wrapper. Just wanted to know if wesnoth already provided such before I reinvent the wheel 20160901 15:57:07-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20160901 15:57:09-!- vincent_c [~bip@vcheng.org] has joined #wesnoth 20160901 15:57:26< DeFender1031> celticminstrel, by "Wamp;" I assume you mean "&"? 20160901 15:58:13-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160901 16:02:11< celticminstrel> Yes. 20160901 16:02:33< celticminstrel> Wesnoth doesn't provide this for Lua. There is a utility function in the C++ that handles it. 20160901 16:03:33-!- Appleman1234 [~Appleman1@KD119104106244.au-net.ne.jp] has joined #wesnoth 20160901 16:04:13-!- Bonobo [~Bonobo@2001:44b8:254:3200:ddf8:b9cf:5c99:641b] has quit [Ping timeout: 255 seconds] 20160901 16:04:32-!- Bonobo [~Bonobo@2001:44b8:254:3200:74f3:a595:6f15:b6e7] has joined #wesnoth 20160901 16:13:13-!- Bonobo [~Bonobo@2001:44b8:254:3200:74f3:a595:6f15:b6e7] has quit [Ping timeout: 255 seconds] 20160901 16:19:30-!- Kwandulin [~Miranda@p200300760F42415E55DB25DA040CEADD.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160901 16:40:49< DeFender1031> is there a way from lua to get the rgb value of a side's color? (To include in a pango markup) 20160901 16:47:07< vultraz> not that I know of 20160901 16:49:24< DeFender1031> i suppose i could copy the values from team-colors.cfg into a lua table and lookup from there... but that sounds icky. I think i'll just skip coloring the text. 20160901 16:49:46< DeFender1031> Actually, coloring the text is a bad idea anyway. If the team color is dark, it might not be very visible 20160901 16:49:58< DeFender1031> i'll just stick a flag icon next to it instead. 20160901 16:50:57< Ravana_> that would only work for core team colors too 20160901 16:52:12< Ravana_> actually, shouldn't it be side-colors instead 20160901 16:56:23< DeFender1031> eh, whatever. the point is, bad idea anyway. 20160901 16:59:57-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth 20160901 17:02:36-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160901 17:03:32< celticminstrel> Well, you can get the colour name. 20160901 17:03:43< celticminstrel> I don't know if you can get the range from wesnoth.game_config using that. 20160901 17:04:09< celticminstrel> (I think that's how it works in C++, but no idea if Lua exposes everything in game_config.) 20160901 17:05:35< celticminstrel> ...also not sure whether it exposes it as a plain config or as something parsed. 20160901 17:26:26-!- dobson` [~dobson@68.ip-149-56-14.net] has quit [Quit: Leaving] 20160901 17:29:45-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160901 17:48:50-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160901 17:56:49-!- dobson [~dobson@68.ip-149-56-14.net] has joined #wesnoth 20160901 18:18:59-!- Kwandulin [~Miranda@p200300760F42415EA48B89F53BAEA9AC.dip0.t-ipconnect.de] has joined #wesnoth 20160901 19:46:08-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160901 19:47:58-!- Kwandulin [~Miranda@p200300760F42415EA48B89F53BAEA9AC.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160901 19:59:01-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth 20160901 20:28:48-!- mystic_x [~X@unaffiliated/mysticx] has joined #wesnoth 20160901 20:49:09< DeFender1031> vultraz, new question, though I suspect that what I'm asking is not possible: i have a dialog whose main area is a grid with a single row and two columns. One column contains a listbox, and the other contains a subgrid with a bunch of images, text, and buttons (both may be a couple of levels deep, but this is the main idea). I want to set this up such that the dialog's height is always at least 600, but will expand as necessary 20160901 20:49:11< DeFender1031> to accommodate the contents of the subgrid with the display widgets if they're larger than 600, but NOT expand to accommodate the listbox which has its own scrollbars anyway. Is this even remotely possible? 20160901 20:57:40< celticminstrel> The way mainline forces widgets to be of some minimum size is by nesting them in a [stacked_widget]. 20160901 20:57:55< celticminstrel> I imagine that would also work on 1.12. 20160901 20:58:18-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160901 20:58:22< celticminstrel> I think the Lua GUI2 API doesn't explicitly support stacked_widget, but finding widgets nested within it should work, at least. 20160901 20:59:22< celticminstrel> More specifically, the mainline method is to use a stacked_widget with two layers. The first layer contains a spacer set to the desired minimum size, and the second layer contains the widget whose size you need to control. 20160901 21:00:17< celticminstrel> I'm not sure whether it's possible to prevent the dialog from expanding to accomodate the listbox, though. 20160901 21:09:55< DeFender1031> i'm not sure how stacked widgets work 20160901 21:10:01< DeFender1031> or what they are 20160901 21:10:06< DeFender1031> or... anything. 20160901 21:10:17< DeFender1031> i'm surprised what i did is looking as clean as it is. 20160901 21:11:06-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth 20160901 21:11:09-!- mystic_x [~X@unaffiliated/mysticx] has quit [Ping timeout: 244 seconds] 20160901 21:11:11< celticminstrel> [stacked_widget] contains one or more [layer], which contains the same as [grid] - ie, rows and columns. 20160901 21:11:30< DeFender1031> how does it differ from a grid then? 20160901 21:11:37< celticminstrel> It's more like a multi-page widget. 20160901 21:11:39< DeFender1031> or rather, what can be done with it? 20160901 21:11:54< celticminstrel> But with multi-page, every page has the same layout, just different data, if I recall correctly. 20160901 21:12:05-!- mystic_x [~X@unaffiliated/mysticx] has joined #wesnoth 20160901 21:12:10< celticminstrel> With a stacked widget, each "page" is a separate grid with its own layout. 20160901 21:12:14< DeFender1031> i wish i didn't have to keep asking stuff here but the documentation on this stuff is flaky and incomplete 20160901 21:12:43< celticminstrel> It's probably not very useful in 1.12 though since there's no Lua support to set the current layer, and the default is "all layers visible". 20160901 21:12:44< DeFender1031> okay... that sounds like they replace each other, no? 20160901 21:12:58< celticminstrel> In most uses, only one page is visible at a time. 20160901 21:12:58< DeFender1031> oh 20160901 21:13:10< DeFender1031> i'm not sure i understand how layers work then 20160901 21:13:21< celticminstrel> Except for that way of using a stacked widget to force a minimum size. 20160901 21:13:45< celticminstrel> I think when all the layers are visible you can only interact with the topmost (last) one. 20160901 21:15:35< DeFender1031> that sounds less than helpful 20160901 21:16:26< celticminstrel> Preferences in 1.13 is a good example of a dialog using a stacked widget. 20160901 21:17:15< celticminstrel> Each page is a separate panel. 20160901 21:17:47< celticminstrel> ^layer 20160901 21:18:04< celticminstrel> Only the layer for the active page is made visible. 20160901 21:18:57< celticminstrel> I have no idea whether what I'm saying is helpful. 20160901 21:36:39< bumbadadabum> Is there anything I can do? 20160901 21:36:41-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160901 21:36:42< bumbadadabum> I'm kinda out of it at the moment 20160901 21:38:15< celmin> Probably. 20160901 21:39:13-!- RatArmy [~RatArmy@240f:b3:88e3:1:221:85ff:fec0:94bc] has joined #wesnoth 20160901 21:44:25-!- Kranix [~magnus@x1-6-74-44-01-e4-f1-52.cpe.webspeed.dk] has quit [Quit: Konversation terminated!] 20160901 21:44:33-!- Appleman1234 [~Appleman1@KD119104106244.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20160901 21:49:39< bumbadadabum> shit asked that in the wrong chat 20160901 21:54:41< DeFender1031> celticminstrel, that doesn't seem useful to control two widgets within the same view though 20160901 21:55:14-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160901 21:56:57< celmin> Yeah, with all layers visible, I don't think it can be used that way. 20160901 21:57:10< celmin> And the Lua API only recently gained support for setting the active layer. 20160901 21:57:35-!- Appleman1234 [~Appleman1@KD119104104134.au-net.ne.jp] has joined #wesnoth 20160901 22:00:16-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160901 22:03:23< DeFender1031> i don't suppose there's either A: a way to force inspection on a lua variable simlar to :inspect or B: a way to add a copy to clipboard button to my own dialog similar to the one in :inspect? 20160901 22:03:52< DeFender1031> or C: some function from lua which will put a given string into the clipboard 20160901 22:04:26< DeFender1031> or even D: some way to write text out to the command-line or some file. 20160901 22:05:20< celmin> Well, std_print() writes text to the logging console. print() writes text to the Lua console. wesnoth.show_gamestate_inspector shows the inspector (I think that's the right name). 20160901 22:08:29-!- RatArmy [~RatArmy@240f:b3:88e3:1:221:85ff:fec0:94bc] has quit [Quit: Leaving] 20160901 22:09:10-!- mystic_x [~X@unaffiliated/mysticx] has quit [Ping timeout: 258 seconds] 20160901 22:09:28< DeFender1031> celmin, where do the output from std_print and print end up? show_gamestate_inspector won't really work for a lua variable. 20160901 22:09:52< celmin> print() goes to the Lua console stream. 20160901 22:10:14< celmin> std_print() goes to the same place as log messages. 20160901 22:10:45< DeFender1031> where exactly is the lua console? 20160901 22:11:27< celmin> Unless I'm confused about versions again, it should be accessible through the gamestate inspector. 20160901 22:11:39< celmin> Or by pressing ` 20160901 22:12:20< DeFender1031> std_print doesn't seem to actually exist. 20160901 22:12:31< celmin> Maybe print is still std_print in 1.12? 20160901 22:12:45< celmin> Which would imply that print goes to the same place as log messages/ 20160901 22:13:14< celmin> I know 1.13 basically does something like "std_print = print; print = " 20160901 22:15:36< celmin> Log messages go to standard output / error streams. 20160901 22:15:52< celmin> So they're not visible under normal circumstances. 20160901 22:16:09< celmin> You need to start the game from the command-line (and if on Windows, with -wconsole). 20160901 22:20:54< DeFender1031> found the issue. print() goes to command-line. I was accidentally using the nolog option :P 20160901 22:21:01< DeFender1031> anyway, bed now. more tomorrow. 20160901 22:21:20-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth 20160901 22:49:29-!- HeyCitizen [~HeyCitize@67.68.202.99] has quit [Quit: Coyote finally caught me] 20160901 22:52:29-!- HeyCitizen [~HeyCitize@67.68.202.99] has joined #wesnoth 20160901 23:02:52-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160901 23:05:58-!- celticmistral [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160901 23:06:03-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Read error: Connection reset by peer] 20160901 23:06:03-!- celticmistral is now known as celmin 20160901 23:06:04< aeth> oh in case anyone's wondering I had lots of RL stuff last weekend which is why I didn't do any playtests 20160901 23:07:16< aeth> I mostly just added some map details to places where no one will get to with the current balance and slightly weakened the human spawns again 20160901 23:07:36< aeth> Strangely, removing about 10 units in the still overcrowded city seems to have gotten rid of the ridiculous CPU usage there 20160901 23:08:54< aeth> It's like there's some kind of wall that the engine reaches after a certain number of units on screen. It would be interesting to test. I suspect that fencers might be particularly bad due to their standing animation, but I didn't remove any of those. 20160901 23:15:07-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 258 seconds] 20160901 23:20:53< celmin> Okay, so I bet that, if I change the line in wesnothd_dialog() that constructs and shows a tnetwork_transmission to a call to the loadscreen stage selection, that it would "just work". 20160901 23:21:50< celmin> (Wrong channel) 20160901 23:30:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 265 seconds] 20160901 23:35:46-!- DMG-LP [~damage@pool-108-29-130-218.nycmny.fios.verizon.net] has joined #wesnoth 20160901 23:55:00-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Leaving] --- Log closed Fri Sep 02 00:00:33 2016