--- Log opened Thu Sep 08 00:00:30 2016 20160908 00:19:10-!- Bonobo [~Bonobo@2001:44b8:254:3200:692d:9968:f549:2f48] has joined #wesnoth 20160908 00:44:20-!- ancestral [~ancestral@225.sub-174-219-6.myvzw.com] has joined #wesnoth 20160908 01:06:56-!- ancestral [~ancestral@225.sub-174-219-6.myvzw.com] has quit [Quit: i go nstuf kthxbai] 20160908 01:34:07-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has joined #wesnoth 20160908 02:03:43-!- Polsaker [~Polsaker@wikimedia/botters.Polsaker] has quit [Quit: Whoop.] 20160908 02:05:59-!- Polsaker [~Polsaker@wikimedia/botters.Polsaker] has joined #wesnoth 20160908 02:17:51-!- ArneBab_ [~quassel@55d46e5c.access.ecotel.net] has joined #wesnoth 20160908 02:22:24-!- ArneBab [~quassel@55d46891.access.ecotel.net] has quit [Ping timeout: 260 seconds] 20160908 04:56:25-!- Kwandulin [~Miranda@p200300760F42411EA0CC8660AD17E036.dip0.t-ipconnect.de] has joined #wesnoth 20160908 05:53:17-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160908 06:06:33-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has joined #wesnoth 20160908 06:17:00-!- Dolus [~logan@72-24-8-28.cpe.cableone.net] has quit [Ping timeout: 276 seconds] 20160908 06:24:44-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160908 06:46:47-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20160908 06:50:28-!- Kwandulin [~Miranda@p200300760F42411EA0CC8660AD17E036.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160908 07:09:12-!- Kwandulin [~Miranda@p200300760F2C711E74D58AE4DFE319C3.dip0.t-ipconnect.de] has joined #wesnoth 20160908 07:52:32-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160908 08:00:20-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160908 08:04:28-!- Kwandulin [~Miranda@p200300760F2C711E74D58AE4DFE319C3.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160908 08:06:37-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160908 08:11:09-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Ping timeout: 244 seconds] 20160908 08:32:51-!- Kwandulin [~Miranda@p200300760F2C711E700A05BC7A3D1A98.dip0.t-ipconnect.de] has joined #wesnoth 20160908 09:13:57-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160908 09:17:46-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160908 09:25:18-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160908 11:10:06< DeFender1031> aeth, we seem to be in opposite timezones. This makes me sad, because I'm never around for your playtests 20160908 11:13:52-!- ncms [and@2a02:a312:c101:f800:6844:e094:8769:ab89] has quit [Quit: Leaving] 20160908 11:57:35-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has joined #wesnoth 20160908 12:07:15-!- Kwandulin [~Miranda@p200300760F2C711E700A05BC7A3D1A98.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160908 12:51:01-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160908 13:14:16-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160908 13:22:16-!- Kwandulin [~Miranda@p200300760F2C711E4871E78877D72614.dip0.t-ipconnect.de] has joined #wesnoth 20160908 13:58:20-!- Kwandulin [~Miranda@p200300760F2C711E4871E78877D72614.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160908 14:41:34-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has joined #wesnoth 20160908 14:52:49-!- Bonobo [~Bonobo@2001:44b8:254:3200:692d:9968:f549:2f48] has quit [Quit: Leaving] 20160908 14:56:04-!- Kwandulin [~Miranda@p200300760F2C711E69E4D85B2A86A79D.dip0.t-ipconnect.de] has joined #wesnoth 20160908 15:06:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160908 15:10:51-!- ancestral [~ancestral@75-168-189-115.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160908 15:14:07< aeth> DeFender1031: I didn't test it. Setting ToD takes too long 20160908 15:14:47< DeFender1031> :/ 20160908 15:15:20< DeFender1031> are you setting TOD before or after the spawns? 20160908 15:16:54< aeth> It's in WML, so before 20160908 15:18:00< DeFender1031> there's a wml action to set ToD areas, so it could still have been after. If it were after, I'd suggest that it might be slow because it's calcualating each unit's combat bonus 20160908 15:18:13< DeFender1031> but that's obviously not the case if it's already before 20160908 15:18:57< DeFender1031> i HAVE noticed though that there are certain cases in wesnoth where there's multiple ways of accomplishing something, and that sometimes the one which seems like it ought to be slower is actually faster 20160908 15:21:57< DeFender1031> for example, i had a case where i needed to reposition a whole series of units without there being a noticable delay, and i noticed that a store/unstore is faster than a teleport with animation off. 20160908 15:22:33< DeFender1031> i also noticed that spawning a unit to a variable and then unstoring is actually faster than spawning directly to the map... go figure. 20160908 15:23:07< DeFender1031> (That knowledge might actually speed up your loading times for spawning.) 20160908 15:42:07-!- ancestral [~ancestral@111.sub-174-219-1.myvzw.com] has joined #wesnoth 20160908 15:45:03-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Ping timeout: 240 seconds] 20160908 15:47:28-!- ancestral [~ancestral@111.sub-174-219-1.myvzw.com] has quit [Quit: i go nstuf kthxbai] 20160908 15:57:13-!- prkc [~prkc@46.166.190.218] has joined #wesnoth 20160908 16:09:26-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160908 17:06:16-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160908 17:08:31-!- salluc69 [~salluc69@host5-197-dynamic.24-79-r.retail.telecomitalia.it] has quit [Quit: Sto andando via] 20160908 17:11:01< aeth> I use the Lua API to spawn, and I probably don't need to worry about the performance of spawning 20160908 17:11:09< aeth> the thing that takes up all the CPU is the unit quantity and/or the map size 20160908 17:18:36< aeth> although, the way Wesnoth MP works does make it a bit more difficult 20160908 17:19:05< aeth> i.e. I might not notice CPU bottlenecks on my i7-4790k 20160908 17:47:43-!- prkc [~prkc@46.166.190.218] has quit [Ping timeout: 255 seconds] 20160908 17:51:20-!- Dolus [~logan@72-24-8-28.cpe.cableone.net] has joined #wesnoth 20160908 17:51:54-!- Kwandulin [~Miranda@p200300760F2C711E69E4D85B2A86A79D.dip0.t-ipconnect.de] has quit [Quit: Kwandulin] 20160908 18:00:21-!- salluc69 [~salluc69@host5-197-dynamic.24-79-r.retail.telecomitalia.it] has joined #wesnoth 20160908 18:02:19< aeth> drawing indoors time areas on top of underground time areas works surpisingly well and looks like lighting 20160908 18:12:05-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160908 18:19:30-!- Kranix [~magnus@213.83.153.154] has joined #wesnoth 20160908 18:33:10< aeth> about 30 columns left 20160908 19:01:04< janebot> wesnoth: Wesnoth Discord Channel (by /u/BPRoberts) https://redd.it/51symn 20160908 19:03:17-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160908 19:05:03< DeFender1031> aeth, layered time areas change the appearance? 20160908 19:05:24< DeFender1031> or rather, change it differently than just whatever time area ends up being the active one? 20160908 19:05:52< aeth> DeFender1031: no, layered means I can set a *huge* chunk to be cave, and then a tiny chunk to be indoors, overriding the cave but only there 20160908 19:06:01< aeth> so essentially the indoors time area becomes lighting in the cave 20160908 19:06:05< DeFender1031> ahhhhh 20160908 19:06:08< DeFender1031> understood 20160908 19:06:18< aeth> too bad there's no lit cave time area that behaves like indoors, with an icon that would make more sense in some places 20160908 19:06:37< DeFender1031> you can create your own, no? 20160908 19:07:01< aeth> no 20160908 19:07:05< DeFender1031> why not? 20160908 19:07:15< aeth> nothing I've done in the tens of thousands of lines requires art or a download 20160908 19:07:32< DeFender1031> ah right 20160908 19:07:37< aeth> even the 24 turn day/night cycle is mainline 20160908 19:08:01< DeFender1031> but... you don't need a download to create a custom time thing 20160908 19:08:09< DeFender1031> it goes into the scenario 20160908 19:08:18< DeFender1031> and you can use the existing artwork 20160908 19:08:38< DeFender1031> (i'm also not sure why you're limiting yourself to not requiring download) 20160908 19:08:59< aeth> can't use existing artwork 20160908 19:09:07< DeFender1031> why not? 20160908 19:09:14< aeth> the point is that lit cave would need its own image 20160908 19:09:16< aeth> to make sense 20160908 19:09:22< DeFender1031> IPF, dud 20160908 19:09:25< DeFender1031> dude* 20160908 19:10:22< aeth> anyway, I'm limiting myself to not requiring a download because I can go 95% of the way without requiring a download and (1) saves don't break on updates (which is nice) and (2) I don't even have this uploaded yet 20160908 19:10:38< DeFender1031> true 20160908 19:11:18< aeth> I've been working on this for years (though far from full time) and I can get away with adding new stuff instead of fixing major issues because I don't have it published 20160908 19:11:35< DeFender1031> and yeah, the main reason I haven't released a beta or teaser of my story is because i want to make sure that saves don't break/become inconsistent before I'm done. 20160908 19:11:51< DeFender1031> very good point 20160908 19:15:20< aeth> surprisingly, I'm quickly approaching some sort of completion anyway 20160908 19:16:40< DeFender1031> aeth: misc/time-schedules/schedule-underground-illum.png isn't the image you want? 20160908 19:17:40< aeth> actually, no, that implies a cave opening 20160908 19:17:55< aeth> not e.g. an area full of lava that is probably brighter than the surrounding area 20160908 19:18:18< aeth> I'm surprised that exists, though 20160908 19:18:31< DeFender1031> ah 20160908 19:19:50< aeth> I could probably use that in a few places, though, even if it doesn't really look ideal 20160908 19:19:58< aeth> i.e. light should be from the ceiling in spots, not reachable 20160908 19:20:51< DeFender1031> hmm 20160908 19:28:00< DeFender1031> you could BLIT on some clever crop from unit_env/schedule/tod-clouds-dusk.png onto the underground schedule image to give it a "lit by lava" look 20160908 19:29:03< celticminstrel> aeth: You could maybe superimpose the illuminates image on the standard cave image? 20160908 19:29:09< celticminstrel> For a lit cave. 20160908 19:29:29< celticminstrel> It's not perfect, I guess, and may cause minor problems when you have units with illuminates. 20160908 19:29:48< DeFender1031> celticminstrel, i thought of that, but that would seem to have the same issue, that it'd look like it's lit from above rather than by nearby volcanoes. 20160908 19:29:57< celticminstrel> Maybe. 20160908 19:30:14< celticminstrel> Though I think the intention is for it to be lit from "offscreen", rather than above. 20160908 19:33:07< DeFender1031> it's also TECHNICALLY possible to create any image you want with IPF, by taking an existing image, shrinking it down to 1x1, color adjusting, blitting, and repeating the same steps for every pixel in the image you want to create... though that would, naturally, be insane. 20160908 19:33:31< celticminstrel> Heh... I seem to recall zookeeper abusing IPF in that way... 20160908 19:33:32< DeFender1031> (And not in the good way like aeth is for doing this project.) 20160908 19:33:48< celticminstrel> (Maybe not quite shrinking to 1x1.) 20160908 19:33:58< DeFender1031> celticminstrel, he sent me some of that stuff awhile ago. it wasn't quite to that level, but it was close. 20160908 19:34:37< DeFender1031> yeah, more like cropping the hair off unit sprites to turn them into mustaches on portait images. 20160908 19:34:37< zookeeper> i certainly haven't constructed stuff from single pixels 20160908 19:35:10< DeFender1031> or masking them off using other appropriately shaped images as masks 20160908 19:35:13< zookeeper> but yeah i did a few of those portrait things, they were fun 20160908 19:35:32< DeFender1031> and i wouldn't do that pixel thing manually. 20160908 19:35:33< celticminstrel> I suppose adding primitives-drawing IPFs is a bad idea. 20160908 19:35:57< DeFender1031> if i really wanted to ever do that, i'd write a script which took an image as input and output the necessary IPF line. 20160908 19:36:19< DeFender1031> (it also wouldn't be practical, as i'd imagine that so much image manipulation would start slowing the game down) 20160908 19:36:44< zookeeper> celticminstrel, for primitive drawing i'd rather have some of that similar gui2 stuff exposed via a new API 20160908 19:37:27< DeFender1031> celticminstrel, an alternative to that would be to allow something similar to the base-64 encoded URL scheme so that people can embed images into their code if they want rather than having them elsewhere. 20160908 19:37:28< celticminstrel> Speaking of that GUI2 stuff, I had some expansions to it somewhere on my TODO list... 20160908 19:37:50< zookeeper> DeFender1031, yeah that's something i've secretly desired for quite a while 20160908 19:37:54< celticminstrel> DeFender1031: Ehhh, I don't really like the sound of that. 20160908 19:38:27< DeFender1031> something like image="~BASE64(Zq80gLjj...)" 20160908 19:38:35< celticminstrel> And anyway, is it still necessary when the server automatically downloads missing addons for you? 20160908 19:39:24< DeFender1031> well, at least one of you likes the idea :P 20160908 19:39:49< DeFender1031> and it could still be necessary, if it's not an add on available on the official add on server 20160908 19:40:53< celticminstrel> I'm curious why zookeeper wants it. 20160908 19:41:01< celticminstrel> Maybe there's some good reason I haven't thought of. 20160908 19:41:05< DeFender1031> (for example, what aeth is doing where he's not putting it up while testing.) 20160908 19:41:10< celticminstrel> And I guess that's true, DeFender1031 20160908 19:42:01< zookeeper> celticminstrel, add-on server icons, or if there's still good reasons for having an add-on not require download 20160908 19:42:21< zookeeper> or just making something really really portable, all in one .cfg file :P 20160908 19:42:25< DeFender1031> on the other hand, the game really ought to be smart enough to figure out what files are necessary and have an MP game's host send over ALL files necessary rather than just the scenario 20160908 19:43:15< DeFender1031> there isn't REALLY a reason that an add on must actually be present aside from the fact that the code to alleviate that need hasn't been written. 20160908 19:43:40< zookeeper> well of course it should be 20160908 19:44:50< DeFender1031> ah yes, base-64 would be great for icons for add-ons, where you can't use a custom icon, so people tend to resort to blitting together all sorts of mainline crap. 20160908 19:45:46-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160908 19:46:19< DeFender1031> and the idea of having everything in one cfg file is kind of cute. 20160908 19:46:55< aeth> DeFender1031: What's even worse is that certain distros like Debian think they're smarter than the upstream and split Wesnoth campaigns into their own packages, meaning that add-ons made on Windows, OS X, or sane Linux/BSD distros might assume mainline content that Debian users don't have installed. 20160908 19:47:16< aeth> And I'm not sure you can solve this even if you send over all the data because it'd be hard to tell if e.g. HttT is present. 20160908 19:47:35< aeth> but hey I guess it improves download speed for dial-up 20160908 19:47:53< celmin> zookeeper: Ahh, yes, it'd be great for addon icons. 20160908 19:48:06< DeFender1031> aeth, which is why add-on developers are discouraged from using stuff from campaigns directly and are encouraged to copy what they want into their add-on. 20160908 19:48:16< DeFender1031> aeth, however, that could still be detected. 20160908 19:48:28< aeth> DeFender1031: yes but it is now an additional factor that needs to be taken into account 20160908 19:48:55< celmin> DeFender1031: I don't think there's any easy way for the game to detect unused images, but it could probably be made to automatically send all images/sounds/music in the defined binary paths for the addon. 20160908 19:49:04< DeFender1031> any time a non-host player's machine goes to load a new file, the game can check if it exists, and if not, it sends a request to the host's machine telling it to send the file over. 20160908 19:49:10< celmin> Lua files would be a bit more work though. 20160908 19:49:31< celmin> The current implementation just downloads the whole addon, I think, so it probably works (I haven't tested it). 20160908 19:49:34< DeFender1031> (and store it in some temporary cache which maps the "real" location to the cached one.) 20160908 19:49:36< zookeeper> one might argue that the current method of using IPF's for icons is pretty great as far as a limitation that breeds creativity, though :J 20160908 19:49:42< celmin> (It's hard to test things since no-one is ever on the server.) 20160908 19:49:44< aeth> celmin: lua files aren't a lot of work at all. I already do this myself. I store them as << ... >> strings, put them in the file as a macro, and load them as a macro and put them in [lua] as macros 20160908 19:49:49< zookeeper> -far -as 20160908 19:49:59< celmin> aeth: I'm talking about files called with require() or dofile() 20160908 19:50:01< aeth> celmin: there's no reason afaik why the engine can't do something similar 20160908 19:50:08< celmin> zookeeper: What? 20160908 19:50:14< celmin> Oh, correction. 20160908 19:50:16< celmin> Never mind. 20160908 19:50:18< aeth> if require() and dofile() don't work out well with MP, there is *already* an MP-safe way of doing it 20160908 19:50:21< DeFender1031> celmin, sending everything in the bin paths up front is a good idea, but even things outside of it could be handled with what i just said. 20160908 19:50:33< aeth> the only issue is that if the lua files save, it doesn't change the saved games, which is more of a feature than a bug for me imo 20160908 19:50:39< aeth> s/files save/files change/ 20160908 19:50:46< celmin> aeth: What? 20160908 19:51:15< aeth> celmin: I can update the .lua files and it won't be updated on loading an old save file because my Lua is all stored in WML as literal strings 20160908 19:51:22< aeth> afaik 20160908 19:51:27< aeth> I haven't tested it in 1.12, actually 20160908 19:51:36< celmin> Ah. 20160908 19:51:43< celmin> Yeah, that's correct. 20160908 19:51:51< DeFender1031> zookeeper, that is true, a certain amount of limitation does breed a certain amount of creativity. I once had a conversation with someone about how twitter bred creativity from serious users due to its length limit. On the other hand, those who are less skilled at creativity within limits tendto just end up filling whatever it is with crap... like twitter. 20160908 19:53:36< celticminstrel> [Sep 08@3:42:26pm] DeFender1031: on the other hand, the game really ought to be smart enough to figure out what files are necessary and have an MP game's host send over ALL files necessary rather than just the scenario 20160908 19:53:42< celmin> ^ Implemented in 1.13 20160908 19:53:51< celmin> No idea how well it works, haven't tried. 20160908 19:54:14< DeFender1031> celmin, you said it was implemented as "automatically downloading the add-on" no? 20160908 19:54:17< zookeeper> DeFender1031, yeah. i think it's an interesting phenomena, and also happens that i really enjoy coming up with creative ways of getting around limitations. 20160908 19:54:22< aeth> celmin: one problem with 1.13 MP changes is that afaik the dev version MP server hasn't had serious usage since 1.3 20160908 19:54:28< celmin> DeFender1031: As far as I can tell, yes. 20160908 19:54:35< aeth> so it's hard to actually test new features in a real situation 20160908 19:54:42< celmin> aeth: Yeah, that's a problem. 20160908 19:54:50< DeFender1031> zookeeper, one might say that finding creative ways around limitations is in my job description. 20160908 19:55:01< celmin> It means we can't (easily) load-test the new lobby, for example. 20160908 19:55:06< DeFender1031> celmin, then that's not what i said, nor does it wholly solve the problem. 20160908 19:55:27< aeth> celmin: I would love to just upload a "stable" version of my add-ons to 1. and never touch it except bugs and only work on 1. and I'm sure some people do that because it has all the nice things, but unfortunately all my stuff is MP these days 20160908 19:55:29< zookeeper> DeFender1031, i suppose it's _in_ a lot of job descriptions. i haven't found one where it's _the_ job description though :P 20160908 19:56:04< celmin> DeFender1031: Hmm? 20160908 19:56:26< DeFender1031> celmin, the "download the add on from the server" solution is incomplete, as it relies on the files being present on some third-party server, as well as them being compatible. My solution says cut out the third party and get what's needed directly from the machine which is telling you it's needed in the first place 20160908 19:56:44< celmin> Ah, right. 20160908 19:57:06< celmin> I think that's probably what happens though? 20160908 19:57:12< DeFender1031> Which, since you're already connected, seems like it should be trivial. 20160908 19:57:17< celmin> I never said it was "automatically downloading the addon from the addons server". 20160908 19:57:19< DeFender1031> ah 20160908 19:57:44< celmin> And I don't recall seeing anything in that code about a connection to the addons server, though I didn't look too closely. 20160908 19:59:16< celmin> So I'm not entirely sure, it might be getting it from the addons server (but if so, you're right that it could and probably should be changed to get it from the host instead). 20160908 20:00:20-!- Narrat [~Narrat@p5B15DCFC.dip0.t-ipconnect.de] has joined #wesnoth 20160908 20:01:07< DeFender1031> Actually, i'd take it a step further and say that to really avoid OOS issues possibly arising due to different versions of an add-on, the host's system should compile a list of the files needed for the game being hosted as well as a hash of some sort for each, send that list over, then the players' machines should check which of the files they are either missing or whose hash doesn't match, and then they should request a list 20160908 20:01:08< DeFender1031> of those missing. Obviously, this would be the ideal circumstance possible only with an organized codebase, but it'd be how i'd create such a system. 20160908 20:01:27-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160908 20:10:04< aeth> well, there should definitely be a way because e.g. what if I want to have a development version and a stable version? 20160908 20:10:10< aeth> I guess the workaround hack is to upload a devel version 20160908 20:11:38< DeFender1031> there are lots of reasons i think that it should be possible to A: not have an add-on installed at all and B: not require a host and a player to have the same version of an add-on. 20160908 20:12:26< celmin> Yeah, the current implementation requires B if I understand correctly. 20160908 20:21:02-!- ancestral [~ancestral@209.248.22.57] has joined #wesnoth 20160908 20:37:16< aeth> DeFender1031: easiest workaround though is probably just to have a -stable and a -dev, though 20160908 20:37:59< aeth> iirc, Firefox has *3* versions on the Android Marketplace 20160908 20:38:00< DeFender1031> aeth, true. Come to think of it, that's a smaller-scale version of what's already done, having a 1.12 and a 1.13 :P 20160908 20:39:23< aeth> yes, but I doubt packagers usually ship both versions 20160908 20:39:37< DeFender1031> true 20160908 20:59:37-!- ancestral [~ancestral@209.248.22.57] has quit [Quit: i go nstuf kthxbai] 20160908 21:13:59-!- can-ned_food [~me@dynamic-acs-24-154-138-63.zoominternet.net] has joined #wesnoth 20160908 21:28:35< aeth> okay, I've finally done a good enough part with the cave ToD for now 20160908 21:30:20-!- ncms [and@2a02:a312:c101:f800:75b7:e351:810:b67d] has joined #wesnoth 20160908 21:31:13-!- Kranix [~magnus@213.83.153.154] has quit [Quit: Konversation terminated!] 20160908 21:33:09< aeth> ugh, I cannot reproduce the shop bugs from last time, at least with a newly spawned in shop 20160908 21:33:52< aeth> I think I'll just auto-stock the shops with the same placeholder items (I haven't added many items of interest anyway) and then do another playtest soon 20160908 21:34:03< aeth> it has been too long 20160908 21:34:21< aeth> almost a month, probably 20160908 21:49:54-!- Appleman1234_ [~Appleman1@KD119104100141.au-net.ne.jp] has joined #wesnoth 20160908 21:51:32-!- Appleman1234 [~Appleman1@KD119104101149.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20160908 21:52:20-!- Appleman1234_ is now known as Appleman1234 20160908 21:56:11-!- ncms_ [and@2a02:a312:c101:f800:68a8:79da:123c:3262] has joined #wesnoth 20160908 21:56:34-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20160908 21:57:19-!- ncms_ [and@2a02:a312:c101:f800:68a8:79da:123c:3262] has quit [Client Quit] 20160908 21:58:59-!- ncms [and@2a02:a312:c101:f800:75b7:e351:810:b67d] has quit [Ping timeout: 260 seconds] 20160908 22:12:40< aeth> almost adding the most important feature then hopefully playtest time 20160908 22:12:49< aeth> s/almost adding/almost done adding/ 20160908 22:13:01< aeth> the most important feature is, of course, walking corpse and soulless variations 20160908 22:13:13< aeth> because why not be a zombie bat? 20160908 22:17:06< aeth> wait, does wesnoth.transform_unit accept variations? 20160908 22:21:49< celmin> Not sure. 20160908 22:38:57< aeth> found a hacky workaround through modifying the .__cfg and then putting a new unit over 20160908 22:39:13< aeth> you can now play my RPG as a dead tree if you want to 20160908 22:47:30< vultraz> I M M E R S I V E W E S N O T H E X P E R I E N C E 20160908 22:48:31< aeth> [x] open world, [x] non-linear, [x] hundreds of characters, [x] play as zombie tree 20160908 22:49:05< aeth> I long ago made the decision to go quantity over quality for player units, i.e. let them choose anything rather than making custom units that make sense like in Bob's RPG Era 20160908 22:49:27< aeth> if the players want to be tentacles of the deep that can't leave the starting area, so be it 20160908 23:00:15-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160908 23:00:34-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160908 23:01:48< aeth> hmm, I should add side 9 soon so I can have another spare side 20160908 23:02:12< aeth> DeFender1031, celmin: I am hosting a test game now if you're interested 20160908 23:02:21< aeth> hopefully it works 20160908 23:02:26< aeth> it may or may not 20160908 23:02:31< celmin> Interested, though I guess I'd be connecting from laptop. 20160908 23:02:32< aeth> so many things can go wrong 20160908 23:03:26< aeth> I have several plot ideas 20160908 23:03:37< aeth> although one of them is probably on hold until I add some powerups for bosses 20160908 23:03:50-!- wario [~wario_@unaffiliated/wario] has quit [Client Quit] 20160908 23:12:44< aeth> celmin: we have players 20160908 23:12:47< aeth> 2 20160908 23:13:48< aeth> 3 20160908 23:14:02< celmin> I'm slow, huh. 20160908 23:14:59< aeth> this is actually the most full it's been this early 20160908 23:15:02< aeth> I expected a longer wait 20160908 23:15:07< aeth> I guess Wesnoth skews European so starting earlier helps 20160908 23:15:54< celmin> Launching now. 20160908 23:15:58< celmin> I can observe if nothing else. 20160908 23:16:32< aeth> I just hope things don't fail spectacularly, which has happened a few times 20160908 23:17:15< celmin> I guess Defender missed it again... 20160908 23:17:34< aeth> sides 7-8 are always free 20160908 23:17:38< aeth> although they apparently have subtle bugs 20160908 23:18:02< celmin> I think that was probably somehow related to the fact that the leader unit was spawned. 20160908 23:18:49< celmin> Feel free to ping me if I'm ever too slow. 20160908 23:19:00< celmin> Though I have turn bell on. 20160908 23:20:35< aeth> even though I added zombie variant selection it might take a few weeks to see it chosen 20160908 23:20:38< aeth> someone picked a bat once 20160908 23:25:54< aeth> celmin: poke 20160908 23:30:55< celmin> I feel like the message popup system could also create problems with the turn bell. 20160908 23:31:04< celmin> I guess I can't rely on it. 20160908 23:32:02< celmin> Wesnoth seems to be hanging. 20160908 23:32:11< aeth> hmm 20160908 23:32:35< aeth> oh p3 didn't advance until just now 20160908 23:32:37< aeth> that might be it? 20160908 23:33:02< celmin> ??? 20160908 23:33:25< aeth> "elf advances to the next scenario" 20160908 23:33:31< aeth> happened after it was p3's turn 20160908 23:33:40< celmin> No, it's my computer. 20160908 23:33:43< celmin> Probably. 20160908 23:36:32< aeth> celmin: still having issues? 20160908 23:36:55< celmin> The issue was that I had Firefox open. Killed that, and now it's going reasonably okay. 20160908 23:36:59< celmin> Just got the turn bell. 20160908 23:59:25-!- can-ned_food [~me@dynamic-acs-24-154-138-63.zoominternet.net] has quit [Ping timeout: 255 seconds] --- Log closed Fri Sep 09 00:00:32 2016