--- Log opened Tue Jun 20 00:00:06 2017 20170620 00:12:51-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Disconnected by services] 20170620 00:12:51-!- Ravana__ [~Ravana@17-83-191-90.dyn.estpak.ee] has joined #wesnoth-dev 20170620 00:12:51-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20170620 00:12:51-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Remote host closed the connection] 20170620 00:12:51-!- wedge010 is now known as wedge009 20170620 00:12:51-!- Ravana__ is now known as Ravana_ 20170620 00:12:52-!- Ravana_ [~Ravana@17-83-191-90.dyn.estpak.ee] has quit [Changing host] 20170620 00:12:52-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20170620 00:12:53-!- DeFender [~DeFender1@89-138-182-62.bb.netvision.net.il] has joined #wesnoth-dev 20170620 00:12:56-!- EliDupree2 [~quassel@2604:a880:400:d0::9bb:2001] has joined #wesnoth-dev 20170620 00:13:04-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20170620 00:13:04-!- Topic for #wesnoth-dev: Emergency 1.13.9 scheduled for as soon as we get these bugs fixed | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Discord Server: https://discord.gg/tSmJS2E | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20170620 00:13:04-!- Topic set by vultraz_iOS [uid24821@wesnoth/developer/vultraz] [Mon May 22 20:36:34 2017] 20170620 00:13:04[Users #wesnoth-dev] 20170620 00:13:04[ aeth ] [ DDR ] [ gfgtdf ] [ lobby ] [ oldlaptop] [ TheJJ ] 20170620 00:13:04[ AI0867_ ] [ DeFender ] [ Greg-Boggs ] [ lobby_ ] [ Polsaker ] [ timotei_ ] 20170620 00:13:04[ aidanhs ] [ DeFender1031 ] [ Greg_Boggs[m]] [ loonycyborg ] [ pydsigner] [ tomreyn ] 20170620 00:13:04[ APic\splat ] [ elias ] [ grzywacz ] [ MagneticUnicorn[] [ Ravana_ ] [ vincent_c ] 20170620 00:13:04[ Appleman1234 ] [ EliDupree ] [ heirecka ] [ matthiaskrgr ] [ Rhonda ] [ vultraz_iOS] 20170620 00:13:04[ bumbadadabum ] [ EliDupree2 ] [ higgins ] [ midzer ] [ shadowm ] [ wedge009 ] 20170620 00:13:04[ celticminstrel ] [ Elsi ] [ Ivanovic ] [ minzbonbon ] [ Soliton ] [ yaiyan ] 20170620 00:13:04[ ChipmunkV[m] ] [ Elvish_Hunter] [ iwaim__ ] [ new_one ] [ stikonas ] 20170620 00:13:04[ clavi ] [ esr ] [ janebot ] [ nore ] [ TC01 ] 20170620 00:13:04[ crimson_penguin] [ Gambit ] [ Jetrel_bot ] [ nurupo ] [ TC03 ] 20170620 00:13:04-!- Irssi: #wesnoth-dev: Total of 57 nicks [0 ops, 0 halfops, 0 voices, 57 normal] 20170620 00:13:08-!- Channel #wesnoth-dev created Tue Jan 27 05:28:41 2009 20170620 00:13:21-!- lobby_ [~wesnoth@wesnoth/bot/lobby] has quit [Write error: Broken pipe] 20170620 00:13:21-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Excess Flood] 20170620 00:13:42-!- tomreyn_ [~tomreyn@archmage.megaglest.org] has joined #wesnoth-dev 20170620 00:14:02-!- Irssi: Join to #wesnoth-dev was synced in 65 secs 20170620 00:14:14-!- EliDupree [~quassel@2604:a880:400:d0::9bb:2001] has quit [Write error: Broken pipe] 20170620 00:14:15-!- AI0867_ [~ai@wesnoth/developer/ai0867] has quit [Remote host closed the connection] 20170620 00:14:15-!- AI0867 [~ai@wesnoth/developer/ai0867] has joined #wesnoth-dev 20170620 00:14:15-!- timotei__ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20170620 00:14:15-!- tomreyn_ [~tomreyn@archmage.megaglest.org] has quit [Changing host] 20170620 00:14:15-!- tomreyn_ [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20170620 00:14:17-!- ShikadiLord [~ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20170620 00:15:02-!- shadowm [~ignacio@wesnoth/developer/shadowm] has quit [Remote host closed the connection] 20170620 00:15:23-!- crimson_penguin [~crimson_p@wesnoth/developer/crimsonpenguin] has quit [Excess Flood] 20170620 00:15:23-!- heirecka [~heirecka@exherbo/developer/heirecka] has quit [Excess Flood] 20170620 00:15:32-!- heirecka_ [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20170620 00:15:47-!- crimson_penguin [~crimson_p@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20170620 00:15:49-!- DeFender1031 [~DeFender1@89-138-182-62.bb.netvision.net.il] has quit [Remote host closed the connection] 20170620 00:16:56-!- heirecka_ is now known as heirecka 20170620 00:17:06-!- Netsplit *.net <-> *.split quits: timotei_ 20170620 00:23:33-!- higgins [~higgins@68.ip-149-56-14.net] has quit [Quit: Leaving] 20170620 00:25:11-!- Bonobo [~Bonobo@220-244-64-153.tpgi.com.au] has joined #wesnoth-dev 20170620 00:31:00-!- higgins [~higgins@68.ip-149-56-14.net] has joined #wesnoth-dev 20170620 00:33:18-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170620 00:33:54-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:75b7:100f:b3bc:77b5] has joined #wesnoth-dev 20170620 00:38:04-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:75b7:100f:b3bc:77b5] has quit [Ping timeout: 246 seconds] 20170620 00:54:24-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 01:05:02-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 01:08:57-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 01:19:33-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 01:41:11-!- gfgtdf_ [~chatzilla@x4e32b1a9.dyn.telefonica.de] has joined #wesnoth-dev 20170620 01:43:21-!- gfgtdf [~chatzilla@x4e368ba3.dyn.telefonica.de] has quit [Ping timeout: 268 seconds] 20170620 01:43:36-!- gfgtdf_ is now known as gfgtdf 20170620 01:45:20< vultraz_iOS> https://blog.travis-ci.com/2017-06-19-trusty-updates-2017-Q2 20170620 01:47:36< vultraz_iOS> doesn't really specify what updates exactly... 20170620 01:48:35-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 01:49:15-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 01:51:11< celticminstrel> Vultraz! Do you think we can get some icons for the hotkeys list? 20170620 01:51:17< celticminstrel> For the headers. 20170620 01:51:24< celticminstrel> G E T isn't very explanatory. 20170620 01:51:44< vultraz_iOS> what would they look like 20170620 01:51:51< celticminstrel> I also kinda want to add two more columns - lobby and addons manager. 20170620 01:52:16< celticminstrel> Not entirely sure what they'd look like. Maybe some derivative of the logo? 20170620 01:52:26< celticminstrel> Or... 20170620 01:52:42< celticminstrel> Crossed swords for game, shovels for editor, map for title? 20170620 01:53:00-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 01:53:02< celticminstrel> Maybe computer monitor for lobby, and puzzle piece for addons. 20170620 01:53:02< vultraz_iOS> there were larger icons for the old hotkey dialog itself.. 20170620 01:53:13< celticminstrel> Yeah, I know about those... 20170620 01:53:27< celticminstrel> We can't just scale them down though. It won't look good. 20170620 01:53:40< celticminstrel> Oh, map with a pencil also makes sense for the editor though... 20170620 01:53:57< celticminstrel> Of course there'd still be explanatory tooltips, too. 20170620 01:54:43< celticminstrel> Oh right, help browser is one other possible context that could be added, though I think there are only two hotkeys that'd be specific to that, so maybe better to handle them in the dialog rather than as hotkeys... 20170620 01:57:34-!- gfgtdf_ [~chatzilla@x4e32b1a9.dyn.telefonica.de] has joined #wesnoth-dev 20170620 01:59:24-!- gfgtdf [~chatzilla@x4e32b1a9.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20170620 01:59:28-!- gfgtdf_ is now known as gfgtdf 20170620 02:04:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 02:08:36-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 02:10:29-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170620 02:15:44-!- gfgtdf [~chatzilla@x4e32b1a9.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 53.0.3/20170518000419]] 20170620 02:19:23-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 02:39:13< celticminstrel> vultraz_iOS: Was "class X {" supposed to start a new line for the {? 20170620 02:39:47< vultraz_iOS> yes 20170620 02:43:00-!- TadCarlucci [~lundberg@74.193.219.119] has joined #wesnoth-dev 20170620 02:44:13< TadCarlucci> src/hash.cpp:61: undefined reference to `MD5_Init' when linking campaignd using CMake with clang was this an oversight adding libcrypto? 20170620 02:44:29< celticminstrel> Seems a good guess? 20170620 02:46:15< TadCarlucci> ok I will proceed assuming it's similar to the lua header issue and add it the that PR 20170620 03:00:51-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 03:05:46-!- JyrkiVesterinen [~JyrkiVest@87-100-234-103.bb.dnainternet.fi] has joined #wesnoth-dev 20170620 03:09:35-!- irker258 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170620 03:09:35< irker258> wesnoth: Charles Dang wesnoth:accelerated_rendering 7791747c9852 / src/gui/core/canvas.cpp: GUI2/Canvas: set clip rect when tiling images https://github.com/wesnoth/wesnoth/commit/7791747c985238529da059f4b87cb4fc2cd6beb7 20170620 03:09:35< irker258> wesnoth: Charles Dang wesnoth:accelerated_rendering a5a2548afadd / data/gui/widget/window_default.cfg: GUI2/Window: draw background image first instead of last https://github.com/wesnoth/wesnoth/commit/a5a2548afadde948b84a6d68984e1e969287cf00 20170620 03:09:36< irker258> wesnoth: Charles Dang wesnoth:accelerated_rendering af69524bcbe0 / src/gui/dialogs/ (outro.cpp story_viewer.cpp): GUI2: removed some unnecessary calls to canvas::set_is_dirty https://github.com/wesnoth/wesnoth/commit/af69524bcbe018291291255e95abe958a3334609 20170620 03:09:39< irker258> wesnoth: Charles Dang wesnoth:accelerated_rendering d93655dc72cb / src/sdl/ (window.cpp window.hpp): SDL/Window: removed pixel format member and promoted renderer info wholly to cla https://github.com/wesnoth/wesnoth/commit/d93655dc72cbf9117becd8c95d9ce28ca988e5b1 20170620 03:11:25 * celticminstrel pokes matthiaskrgr, still waiting on your comment fix before merging that PR. 20170620 03:21:08-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 03:21:31-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 03:21:34< TadCarlucci> celticminstrel, I am done with PR 1805 pending comments or requested changes. 20170620 03:22:57< celticminstrel> I have no comments or requested changes. 20170620 03:24:35< celticminstrel> Sooo I think I need to add a few more WFL functions to be able to implement backstab with WFL... 20170620 03:26:05< TadCarlucci> Then either tickle the reporter(s) for the Issue or just merge it. My system says it should pass Travis but you can wait for verification. I'm off for the night. 20170620 03:26:15-!- TadCarlucci [~lundberg@74.193.219.119] has quit [Quit: Leaving] 20170620 03:28:13< celticminstrel> Not entirely sure how to do this though... would I need to replace the whole [filter_adjacent] with a formula? 20170620 03:28:22< celticminstrel> Or use a formula in the [filter_adjacent]? 20170620 03:29:26< celticminstrel> It uses [filter_adjacent]adjacent=$other_unit.facing 20170620 03:29:45< celticminstrel> And the adjacent key is not part of the filter, meaning it's the other_unit from the enclosing [filter_opponent]. 20170620 03:30:59< celticminstrel> Within the [filter_adjacent] filter, $this_unit would be the unit whose facing is matched, and $other_unit would be, uhh... is that right? 20170620 03:31:46< celticminstrel> So in [filter_opponent], $this_unit is the opponent and $other_unit is the backstabber. 20170620 03:32:27< celticminstrel> In the nested [filter_adjacent], $this_unit should be the prospective helper while $other_unit would be the opponent... 20170620 03:32:44< celticminstrel> So yeah, I think I'd need a formula in [filter_opponent]. 20170620 03:32:53< celticminstrel> Which replaces the [filter_adjacent]. 20170620 03:33:07< celticminstrel> Which means I need formula functions to get the space of a space. 20170620 04:07:30< vultraz_iOS> modeless_dialog is absolutely useless 20170620 04:07:36-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 04:08:47-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20170620 04:08:48-!- noy_ is now known as noy 20170620 04:09:34< celticminstrel> How so? 20170620 04:09:41< celticminstrel> Alright, this looks to be about finished. \o/ 20170620 04:09:54< celticminstrel> Just need to test it. Which isn't gonna happen tonight, unfortunately. 20170620 04:10:18< celticminstrel> Though, I could push it to a PR in case someone else wants to test it for me, I suppose. 20170620 04:10:55< vultraz_iOS> since GUI2 and the main game function on the same event stack i'm trying to write a GUI2 command console 20170620 04:11:33< celticminstrel> Oh, you mean you're trying to do that thing that I failed to do due to GUI2 and main game's event contexts disagreeing. 20170620 04:11:42< vultraz_iOS> but modeless_dialog doesn't even goddamn stay on the screen for longer than a single frame 20170620 04:11:54< celticminstrel> You're probably using it wrong? 20170620 04:12:04< celticminstrel> Because it definitely stays on the screen for longer than a single frame. 20170620 04:12:15< celticminstrel> In fact, it stays open until you explicitly close it. 20170620 04:12:18< vultraz_iOS> window::show_non_modal doesn't have an event loop 20170620 04:12:29< celticminstrel> Well, duh. 20170620 04:12:40< celticminstrel> A modeless window can't have its own event loop. 20170620 04:12:45< celticminstrel> Since that would make it a modal window. 20170620 04:13:01< celticminstrel> The window is still shown when show_non_modal exits. 20170620 04:13:51< vultraz_iOS> well, it's not 20170620 04:14:04< celticminstrel> Maybe you're using it wrong then? 20170620 04:14:05< vultraz_iOS> so something else is happening 20170620 04:14:12< celticminstrel> Tooltips are proof that it works. 20170620 04:14:18< vultraz_iOS> I guess it's not getting covered by DRAW events 20170620 04:14:36< celticminstrel> Ah, well, that's the issue that I got, probably. 20170620 04:14:52< celticminstrel> If you have a GUI2 non-modal window on top of the main game UI, it doesn't receive events. 20170620 04:15:20< vultraz_iOS> problem, that is 20170620 04:15:34< celticminstrel> Frankly, I think it's a waste of time to work on this. Convert the main game UI first, then the chat/command console should be a cinch. (Hopefully.) 20170620 04:15:36< vultraz_iOS> how to fix, I know not 20170620 04:20:13-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 04:20:46< vultraz_iOS> celticminstrel: im hoping to be able to use GUI2 for some of the in-game UI to avoid the mess that is the rendering code for the sidebar, etc 20170620 04:24:05-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 04:27:09< celticminstrel> I don't think you have much hope of converting the game UI only partially. 20170620 04:27:13< celticminstrel> It's pretty much all or nothing. 20170620 04:27:27< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 5109a36b5674 / data/ (core/_main.cfg core/macros/abilities.cfg lua/teleport_filter.lua): Revert use of Lua for teleport, leadership, and backstab https://github.com/wesnoth/wesnoth/commit/5109a36b5674a3ba990e276309d555590417e1bc 20170620 04:27:29< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters beace5cd8675 / data/core/macros/abilities.cfg: Use WFL for leadership to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/beace5cd8675a2f82066e03cbb080f75aed0eb71 20170620 04:27:31< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 3376cd0938de / / (5 files in 4 dirs): Add owner key to terrain space callable https://github.com/wesnoth/wesnoth/commit/3376cd0938deaf434600ac63fe5106f670e9e23e 20170620 04:27:33< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters b0b0980c10d0 / changelog src/units/filter.cpp: SUF: Fix $other_unit not being available in nested [and], [or], [not] https://github.com/wesnoth/wesnoth/commit/b0b0980c10d04347ad3836ea8394ccaeae7c38b1 20170620 04:27:35< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 8914cacc1324 / changelog src/pathfind/teleport.cpp src/terrain/filter.cpp src/terrain/filter.hpp: Move implementation of $teleport_unit into SLF so it can be passed to location f https://github.com/wesnoth/wesnoth/commit/8914cacc132428531a02ecb37368072d80b14817 20170620 04:27:37< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 20c1e81e64c2 / / (4 files in 3 dirs): WFL: Fix stack overflow when attempting to call a non-existent function https://github.com/wesnoth/wesnoth/commit/20c1e81e64c2c4e99f00fe6b66f5056da1f06669 20170620 04:27:39< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 3a84922c1504 / / (13 files in 8 dirs): Allow filter formulas to use a number of previously FormulaAI-exclusive function https://github.com/wesnoth/wesnoth/commit/3a84922c1504459c0bb1e30ca15dc6d063359903 20170620 04:27:41< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters a3a219650439 / data/core/macros/abilities.cfg: Use WFL for teleport ability to avoid requiring delayed variable substitution https://github.com/wesnoth/wesnoth/commit/a3a219650439acb8f84ce0a955993dad89da3710 20170620 04:27:43< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 39a56bbc959b / changelog src/formula/function.cpp src/formula/function_gamestate.cpp: Add WFL functions for manipulating locations https://github.com/wesnoth/wesnoth/commit/39a56bbc959b85020842dffa6edd3729e99cf893 20170620 04:27:45< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 234e7cb0089c / changelog src/formula/function_gamestate.cpp: Add enemy_of WFL function to test alliances https://github.com/wesnoth/wesnoth/commit/234e7cb0089c6b1969d6468a590e8cc9a1dd00e4 20170620 04:27:47< irker258> wesnoth: Celtic Minstrel wesnoth:wfl_filters 4f0513e21747 / data/core/macros/abilities.cfg: Use WFL to implement backstab, to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/4f0513e2174739e421754a840c0e6bea8e838c34 20170620 04:31:16< celticminstrel> If anyone has time to test it in the next few days, https://github.com/wesnoth/wesnoth/pull/1806 20170620 04:31:24< celticminstrel> Otherwise, I'll test it as soon as I can. 20170620 04:31:28< celticminstrel> And then merge. 20170620 04:31:37< celticminstrel> Of course, you're also welcome to review the code in general. 20170620 04:31:59< celticminstrel> Preferably by commenting on github, as I won't see it if you comment here. 20170620 04:32:02< celticminstrel> Good night. 20170620 04:32:14-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170620 04:36:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 04:38:30-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 05:21:15-!- JyrkiVesterinen [~JyrkiVest@87-100-234-103.bb.dnainternet.fi] has quit [Quit: .] 20170620 05:29:25-!- Kwandulin [~Kwandulin@p200300760F7CBA30BD02D53A35D7CF87.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 05:39:10-!- Kwandulin [~Kwandulin@p200300760F7CBA30BD02D53A35D7CF87.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170620 05:44:27-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 240 seconds] 20170620 05:46:23-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170620 06:07:41-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 06:08:00-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 06:19:26-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170620 06:24:42-!- Rhonda [~rhonda@anguilla.debian.or.at] has quit [Remote host closed the connection] 20170620 06:26:00-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 276 seconds] 20170620 06:28:16-!- Rhonda [~rhonda@anguilla.debian.or.at] has joined #wesnoth-dev 20170620 06:32:10-!- JyrkiVesterinen [~JyrkiVest@85-76-74-254-nat.elisa-mobile.fi] has joined #wesnoth-dev 20170620 06:35:42-!- Kwandulin [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 06:46:39-!- Kwandulin2 [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 06:48:48-!- Kwandulin [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20170620 06:49:49-!- Kwandulin2 is now known as Kwandulin 20170620 06:55:23-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 268 seconds] 20170620 06:56:36-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20170620 06:57:47< zookeeper> so, who's familiar with NR:05a? https://forums.wesnoth.org/viewtopic.php?f=4&t=46327 20170620 06:59:41< vultraz_iOS> me 20170620 07:02:46< zookeeper> excellent. i take it that you'll be taking that then? :p 20170620 07:04:22< vultraz_iOS> ill take a look 20170620 07:05:48< zookeeper> addf81f461 20170620 07:06:16< zookeeper> (just a guess) 20170620 07:06:37< vultraz_iOS> Dunno if I actually played the scenario before that commit 20170620 07:07:02< zookeeper> did you play it _after_? :> 20170620 07:07:17< vultraz_iOS> dunno 20170620 07:07:36-!- atarocch [atarocch@nat/redhat/x-dpbjhxmuyrtopzde] has joined #wesnoth-dev 20170620 07:07:46< zookeeper> because you did a map refactor of some kind there, but the 27,13 coordinate was unchanged. 20170620 07:08:04< vultraz_iOS> i did a map redraw 20170620 07:14:33-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170620 07:28:36-!- irker258 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170620 07:40:55-!- Kwandulin2 [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 07:41:56-!- Kwandulin [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20170620 08:05:22-!- Gambit [~derek@wesnoth/developer/grickit] has quit [Quit: No Ping reply in 180 seconds.] 20170620 08:06:27-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth-dev 20170620 08:35:10-!- TC03 [~quassel@london.acm.jhu.edu] has quit [Ping timeout: 264 seconds] 20170620 08:46:07-!- TC02 [~quassel@london.acm.jhu.edu] has joined #wesnoth-dev 20170620 08:51:26-!- Kwandulin2 [~Kwandulin@p200300760F7CBA30D0EB52036F34FC17.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170620 09:00:44-!- JyrkiVesterinen [~JyrkiVest@85-76-74-254-nat.elisa-mobile.fi] has quit [Quit: .] 20170620 09:27:24-!- JyrkiVesterinen [~JyrkiVest@85-76-74-254-nat.elisa-mobile.fi] has joined #wesnoth-dev 20170620 09:42:47-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20170620 10:39:27-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170620 10:39:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170620 10:44:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170620 11:23:00-!- travis-ci [~travis-ci@ec2-54-224-118-55.compute-1.amazonaws.com] has joined #wesnoth-dev 20170620 11:23:01< travis-ci> wesnoth/wesnoth#14307 (wfl_filters - 4f0513e : Celtic Minstrel): The build passed. 20170620 11:23:01< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/244789973 20170620 11:23:01-!- travis-ci [~travis-ci@ec2-54-224-118-55.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170620 11:26:00-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170620 11:26:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170620 11:33:15-!- vn971 [~vasya@0896414046.static.corbina.ru] has joined #wesnoth-dev 20170620 11:34:00< vn971> Hi all. Is this chosen weapon OK?: https://pointsgame.net/vn971/temp/2017.06.20_14:32:58_2cde91a.png 20170620 11:34:01< vn971> (See the 3-3 and 7-3 ranged alternatives.) 20170620 11:35:44< vn971> Practically speaking, there's no difference, because a damage of 3 is enough to kill a unit. Still, 7-3 would probably look better. Less confusion for the human player probably. It's also safer in presence of some strange add-ons (like "no randomness", which gives average damage instead of chance), but I guess that doesn't count. 20170620 11:37:58< JyrkiVesterinen> Indeed, with this little HP left, either attack will kill the shadow if it hits. 20170620 11:38:16< JyrkiVesterinen> And the algorithm will simply pick the upper attack. 20170620 11:39:24< JyrkiVesterinen> It would be difficult to do anything about this, really. The AI code merely asks "is the shadow wave a better attack than the chill wave?", and the answer is "no", since they both have the exact same probability to kill and average damage. 20170620 11:42:18< Soliton> one could add a check for total damage when everything else is equal. not sure if that's worth it. 20170620 11:43:16< JyrkiVesterinen> You mean "total damage ignoring that you can't deal more damage than the remaining HP". ;) 20170620 11:43:48< Soliton> potential total damage if you like. 20170620 11:52:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170620 11:53:08-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170620 11:54:28< vn971> JyrkiVesterinen: well, the answer could be "yes", favoring the weapon with more damage. 20170620 11:54:50< JyrkiVesterinen> As I said, they have the exact same average damage. 20170620 11:55:03< JyrkiVesterinen> The algorithm is aware that exceeding remaining HP isn't possible. 20170620 11:55:50< vn971> JyrkiVesterinen: I'm just replying about how the internals _could_ work. I know that there's no probability difference from the computer perspective. 20170620 11:56:51< JyrkiVesterinen> Unfortunately, the current damage prediction algorithm simply isn't capable of calculating "potential damage". 20170620 11:57:18< JyrkiVesterinen> Adding such a calculation would be difficult and have a significant performance cost. 20170620 11:57:39< vn971> Like sorting on tuples. If first parameter is equal, check the second one. Theoretically, we could add a parameter "damage per hit amount", which would take its place if all previous checks gave "equal". 20170620 11:58:16< JyrkiVesterinen> Hmm, that would be doable. 20170620 11:58:40< JyrkiVesterinen> Still, I think it's not worth the effort. It's a rare corner case, and the AI 20170620 11:58:48< JyrkiVesterinen> 's suggestion is perfectly fine anyway. 20170620 11:59:42< vn971> JyrkiVesterinen: if it still has performance cost, I'd say abandoning the idea. If there's no significant cost, I'm not sure. It's obviously very subjective. 20170620 12:00:27< vn971> As a human, I would certainly avoid using the lesser-damage weapon. 20170620 12:01:03< vn971> JyrkiVesterinen: in fact, I would compare weapons at start and disregard all weapons that are strictly worse than any other. 20170620 12:02:12< vn971> JyrkiVesterinen: probably a smart comparison in this area could _add_ performance, though it would be a yet another hacky rule to support, which could be pain. 20170620 12:03:28< JyrkiVesterinen> Yeah... if better_combat() detected a "strictly better/worse attack" situation and short-circuited instead of running the whole comparison, it would likely boost AI performance. 20170620 12:04:06< JyrkiVesterinen> Although the unit attack dialog relies on the full simulations having been run... 20170620 12:04:22< zookeeper> one could argue that picking 3x3 in that case helps a newbie player realize that sometimes damage amount really _doesn't_ matter, which might be a good thing :p 20170620 12:06:16< Soliton> completely avoiding the calculation for the 3x3 attack in favour of the 7x3 attack is a good point. 20170620 12:06:20< vn971> zookeeper: true. 20170620 12:06:20< vn971> JyrkiVesterinen: for that to work, we would have to sort all unit weapons into similar categories [range, abilities, chance to hit], and "pick" the highest damage in each category. 20170620 12:08:10< JyrkiVesterinen> There are a *lot* of parameters which need to be taken into account: ranged/melee, poison, slow, swarm, first strike... 20170620 12:08:32< JyrkiVesterinen> Such a short-circuit method would only work if there isn't anything special in either attack. 20170620 12:08:51< Soliton> or if the special things are all equal. 20170620 12:09:00< Soliton> like in this case. 20170620 12:09:25< vn971> JyrkiVesterinen: as a simple start, just sort into categories of weapons of identical type [range, abilities, chance to hit, first strike] 20170620 12:12:14< vn971> JyrkiVesterinen: in mathematical terms, I'm proposing a partial ordering (instead of total ordering). Unordered weapons are considered separately, just as it is now. 20170620 12:13:35< Soliton> you could make a feature request. 20170620 12:14:33< Soliton> might be a candidate for EasyCoding since i'd guess besides finding where to plug the logic in it shouldn't be that difficult. 20170620 12:19:43< vn971> Soliton: wouldn't there be a trade-off in "easy to implement" / "performant"? The simplest solution would be to make weapon comparisons at battle time. A bit more performant solution could be to sort weapons by range and abilities at unit level (which only changes when unit changes), with less amount of battle-time checks. 20170620 12:19:50< vn971> Or maybe I'm just over-complicating.:D 20170620 12:20:35< JyrkiVesterinen> Doing the checks at battle time would still be much cheaper than running the full simulation. 20170620 12:20:53< Soliton> no idea what you mean with at unit level. 20170620 12:21:10< Soliton> you can only do it for a battle since you have to take the opponent into account. 20170620 12:21:30< JyrkiVesterinen> Sorting them by unit level isn't really even possible anyway because different enemy units are weak/resistant to different kinds of attacks. 20170620 12:21:41< JyrkiVesterinen> Like Soliton said. 20170620 12:22:03< Soliton> well, unless those attacks are like really really similar. even the same damage type. 20170620 12:22:09< vn971> Soliton: if the unit has a couple of weapons, you can split his weapon array into sub-arrays of weapons which are always relatively distinct. 20170620 12:22:18< Soliton> but who designs a unit like that.. 20170620 12:24:24< vn971> Soliton: if such a change gets accepted, how would the battle be handled? You would sort weapons into categories and only pick the best damage in each category. Now, if you have some sorting done at unit itself, you would have to do less at battle-time. 20170620 12:27:27< Soliton> well, you haven't explained how sorting "at unit" works since you have to take the opponent into account. 20170620 12:28:33< Soliton> the only thing you could do statically for a unit is if the unit has like a 3x3 blade attack and 3x5 blade attack then you can simply ignore the 3x3 attack. 20170620 12:29:28< vn971> Soliton: OK, simplest trick. Sort weapon array into two arrays, one for meelee and one ranged. 20170620 12:31:15< vn971> Soliton: if a unit had just one ranged and just one melee attack, the battle-time algo would have to consider these two weapons, determine they are different and output these two weapons as possible candidates for the best weapon. 20170620 12:33:31< vn971> Soliton: so, the simplest algo would have to do a full comparison/sorting of these weapon types, and sort them into two categories [ranged, chance to hit N%, abilites1, no first strike], [not ranged, chance to hit M%, abilities2, no first strike]. Each category has one member. The "smarter/complext" algo doesn't need to do that since there's only one member in the sub-categories, and sub-categories are already known to be different. 20170620 12:34:29-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 12:34:55< JyrkiVesterinen> The algo that's used right now works this way. Here is an example case. 20170620 12:35:07< JyrkiVesterinen> Attack 1 versus attack 2. Say attack 2 is better. 20170620 12:35:17< JyrkiVesterinen> Attack 2 vs. attack 3. Attack 2 is better. 20170620 12:35:24< JyrkiVesterinen> Attack 2 vs. attack 4. Attack 2 is better. 20170620 12:35:28< JyrkiVesterinen> Winner: attack 2. 20170620 12:35:42< JyrkiVesterinen> There isn't any way to make the number of comparisons any lower. 20170620 12:36:44< JyrkiVesterinen> (Note that simulation results are cached. Once attack 2 has been simulated, the cached result is used instead of recalculating.) 20170620 12:36:45< vn971> JyrkiVesterinen: what if we could avoid some of the comparisons, like 2vs4, if 2 is provably better than 4? The "proof" could be simpler than doing a full simulation. 20170620 12:37:24< JyrkiVesterinen> Yes, that's possible. but it's almost never the case that 2 is provable better than 4 against *any* opponent. 20170620 12:37:33< JyrkiVesterinen> *provably 20170620 12:37:55< vn971> JyrkiVesterinen: but in this picture, it is, isn't it? https://pointsgame.net/vn971/temp/2017.06.20_14:32:58_2cde91a.png 20170620 12:38:12< vn971> JyrkiVesterinen: same if you have two melee weapons without abilities and with the same damage. 20170620 12:38:50< zookeeper> no, that 3x3 is not provably better than 7x3 against any opponent, because they have a different damage type 20170620 12:38:54< vn971> JyrkiVesterinen: wait, sorry. Just two melee weapons and no abilities. That's all. If there are no abilities, these weapons differ only by damage. 20170620 12:39:45< vn971> zookeeper: these are different things. As I understand it, JyrkiVesterinen questions the heriustics I propose overall. Like, whether to do it at all. 20170620 12:40:00< JyrkiVesterinen> I'm talking about the same thing as zookeeper. 20170620 12:40:10< vn971> zookeeper: the thing you write about is probably about the additional complification I propose. But it's optional. 20170620 12:40:12-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20170620 12:40:16< vn971> ah. 20170620 12:40:38-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20170620 12:41:16< JyrkiVesterinen> Short-circuiting itself is a good idea. But pre-sorting the attacks isn't possible (barring outright stupid unit design). 20170620 12:41:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170620 12:46:12< vn971> OK, I might be better explaining using a picture. Here is proposition1, it sorts things into categories at battle time: 20170620 12:46:12< vn971> [ a1, a2, a3, b1] => categorize => [[a1, a2], [a3], [b1]] => pick best => [a1, a3, b1] => choose best by full simulation 20170620 12:46:12< vn971> Proposition2 is: 20170620 12:46:12< vn971> [ a1, a2, a3, b1] => make a _partial_ split at unit modification time. The algo does't know the opponent so a1 is in the same category as a3 => 20170620 12:46:12< vn971> => [[a1, a2, a3], [b1]] => categorize at battle time => [[[a1, a2], [a3]], [[b1]]] => flatten => [[a1, a2], [a3], [b1]] => 20170620 12:46:12< vn971> => pick best => [a1, a3, b1] => choose best by full simulation 20170620 12:47:30< JyrkiVesterinen> Again... "pick best" usually requires full simulation even within a "category". 20170620 12:47:45< vn971> the benefit of proposal2 is that it only has to sort a1, a2, a3, but not touch b1 at all. In practice, units with exactly one melee attack and exactly one ranged attack are not sorted into categories at battle time at all. 20170620 12:49:36< vn971> JyrkiVesterinen: "pick best" happens at battle time. It doesn't need a full simulation. A category of "ranged, no abilities, chance to hit 70%" leaves only the damage in play. Same for "melee, no abilities, no first strike". 20170620 12:49:57< JyrkiVesterinen> I don't get what you mean with "not touch b1 at all", either. In your example, the algorithm still needs to run full simulation for every attack left in the last stage (a1, a3 and b1). 20170620 12:50:47< vn971> JyrkiVesterinen: yes. It only optimises sorting. It doesn't help simulating at all. 20170620 12:51:18< JyrkiVesterinen> Such a "category" works only if the attacks deal the same damage type and have the same chance to hit and don't have anything special. 20170620 12:51:36< vn971> JyrkiVesterinen: if simulation is one or two magnitude more complex than sorting, such an additional helper might not be needed. Especially since it's much more complex. 20170620 12:51:59< JyrkiVesterinen> More like three magnitudes more complex. 20170620 12:52:06< vn971> JyrkiVesterinen: same damage type is not needed, only the real damage. 20170620 12:52:35< JyrkiVesterinen> Sorting at most ~5 elements takes almost no time at all. The simulations are the expensive part. 20170620 12:53:08< vn971> JyrkiVesterinen: in that case, the simplest heruistics (battle-time) would be the best.) 20170620 12:55:26< vn971> * sorry, it's not actually heuristics. It's more like alternatives elimination (or something like that). 20170620 13:03:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170620 13:10:09< vn971> created an issue here: https://github.com/wesnoth/wesnoth/issues/1807 20170620 13:10:33< vn971> Please write if I messed up with language/terminology/whatever (English is not my first language). 20170620 13:18:57< JyrkiVesterinen> I commented there with my idea. 20170620 13:33:02-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170620 13:33:21-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170620 13:37:23< zookeeper> ...is the display of shroud known to be very glitchy and weird when joining/observing a game using quick replays? 20170620 13:38:35< vn971> zookeeper: never came to my attention at least. I don't remember any glitches in displaying shroud. 20170620 13:39:05< zookeeper> because i saw the weirdest stuff just now. 20170620 13:40:12< zookeeper> https://www.dropbox.com/s/2orb8lbrfv1kmk5/shroud_replay_weirdness.jpg?dl=0 20170620 13:41:09< zookeeper> as shroud changed per side turn due to viewpoint changing, i got black hexes all over the place and sometimes there were transitions and sometimes not 20170620 13:42:14< zookeeper> (1.12.6) 20170620 13:42:48< zookeeper> not to mention why is the dark sorcerer's head cut off at the north hex edge -.- 20170620 13:52:12< vn971> Also, a wierd bug. If you have a unit with more hitpoints than max_hitpoints, battle calculation shows incorrect values. 20170620 13:52:57< vn971> it shows a high chance of being killed (calculated using max_hitpoints, I think), while in reality this chance may be lower. 20170620 13:54:02< vn971> example: with a Dark Adept of modified hitpoints=200, attack a Fire Dragon. 20170620 13:54:03< zookeeper> not surprising, i don't think having hitpoints > max_hitpoints is a properly supported thing. 20170620 13:54:15< JyrkiVesterinen> As the battle calculation code maintainer: exceeding max_hitpoints is a completely unsupported scenario. 20170620 13:54:16< vn971> zookeeper: ok, no problem then. 20170620 13:54:38< vn971> no prob. 20170620 13:54:42< JyrkiVesterinen> I'm not even sure that the game would survive that without crashing. 20170620 13:55:04< zookeeper> if someone wants to argue that it should be supported then i'm not going to object, since conceivably that could be useful for some more esoteric things. 20170620 13:56:55< vn971> JyrkiVesterinen: it doesn't crash, in fact. I do that a lot for various kinds of testing. 20170620 14:00:39< JyrkiVesterinen> By the way: ":unit status=invulnerable" is a better way if your target is to prevent the unit from dying. 20170620 14:01:20< JyrkiVesterinen> (In particular, increasing HP slows down damage calculation and increases its memory usage. Invulnerability doesn't have a performance cost.) 20170620 14:05:30< vn971> JyrkiVesterinen: OK, will know. My tests do not allow the unit to survive for many turns though, I'm not creating a map/scenario. 20170620 14:05:30< vn971> I'm considering creating a useless add-on though.:D Something like "ability steal", which would allow taking abilities from killed units. The code is already there. Only have to consider whether the world really needs another disbalancing add-on and how to upload it.) 20170620 14:06:43-!- JyrkiVesterinen [~JyrkiVest@85-76-74-254-nat.elisa-mobile.fi] has quit [Quit: Going home] 20170620 14:07:05< Ravana_> Im sure players will be happy when they steal kamikaze ability 20170620 14:07:38< vn971> In addition to "weapon stealing", which takes weapons from killed enemies, and "Can only be one", which totally ruins any balance and allows you taking HP/weapons/exp/objects from killed units. 20170620 14:08:44< vn971> Ravana_: only whitelisted abilities are supported now.:( (And I've never actually met kamikadze, though it's easy to believe there is one.) 20170620 14:10:02< Ravana_> EoMa, ME, and EFM all have ability that kills unit after it attacks 20170620 14:52:41< vn971> hmm, is that a graphics bug?: https://pointsgame.net/vn971/temp/2017.06.20_17:51:14_56fec18.png https://pointsgame.net/vn971/temp/2017.06.20_17:52:04_2d11fcc.png 20170620 14:59:13< zookeeper> too little information. 20170620 15:00:35-!- atarocch [atarocch@nat/redhat/x-dpbjhxmuyrtopzde] has quit [Ping timeout: 246 seconds] 20170620 15:03:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 255 seconds] 20170620 15:07:02-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 240 seconds] 20170620 15:09:28-!- Bonobo [~Bonobo@220-244-64-153.tpgi.com.au] has quit [Ping timeout: 260 seconds] 20170620 15:12:34-!- Bonobo [~Bonobo@220-244-64-153.tpgi.com.au] has joined #wesnoth-dev 20170620 15:15:40-!- Nobun [~nobun@5.170.104.5] has joined #wesnoth-dev 20170620 15:19:12-!- Bonobo [~Bonobo@220-244-64-153.tpgi.com.au] has quit [Ping timeout: 268 seconds] 20170620 15:26:37-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170620 15:31:45-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 246 seconds] 20170620 15:33:00-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170620 15:33:02-!- Nobun [~nobun@5.170.104.5] has quit [Quit: Salve a tutti] 20170620 15:54:49< vn971> I mean, the picture itself. Seems kinda white-ish. But well, maybe that's OK. 20170620 15:59:00-!- sevu [~Shiki@141.57.59.31] has joined #wesnoth-dev 20170620 16:06:14-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170620 16:07:30-!- vn971 [~vasya@0896414046.static.corbina.ru] has left #wesnoth-dev ["PART #wesnoth :PING 1497974850"] 20170620 16:09:24-!- atarocch [~atarocch@37.176.148.137] has joined #wesnoth-dev 20170620 16:12:27-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 16:12:42-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 16:12:48-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 16:39:53< zookeeper> if you mean the shadow unit, then sure, that's not how they look over here. 20170620 16:43:42-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 16:43:58-!- sevu [~Shiki@141.57.59.31] has quit [Remote host closed the connection] 20170620 16:44:53-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 16:47:53-!- horrowind [~Thunderbi@p2003008E6C2A64B8964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 16:55:27-!- horrowind1 [~Thunderbi@p2003008E6C2A64B8964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 16:57:04-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 16:58:26-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 16:59:45-!- horrowind [~Thunderbi@p2003008E6C2A64B8964452FFFE0220ED.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20170620 16:59:46-!- horrowind1 is now known as horrowind 20170620 17:02:52-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170620 17:03:40-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 17:10:26-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170620 17:11:06-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170620 17:33:25-!- atarocch [~atarocch@37.176.148.137] has quit [Ping timeout: 258 seconds] 20170620 17:43:07-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170620 17:43:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170620 17:49:47-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Read error: Connection reset by peer] 20170620 17:49:55-!- bumba [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170620 17:57:42-!- TC02 [~quassel@london.acm.jhu.edu] has quit [Ping timeout: 260 seconds] 20170620 18:11:06-!- bumba [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Read error: Connection reset by peer] 20170620 18:11:48-!- Kwandulin [~Kwandulin@p200300760F7CBA30D50B1FA70E4CDD6E.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170620 18:35:29-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Remote host closed the connection] 20170620 18:35:47-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20170620 18:39:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170620 19:02:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170620 19:03:30-!- Nobun [~nobun@5.170.108.178] has joined #wesnoth-dev 20170620 19:06:03-!- horrowind [~Thunderbi@p2003008E6C2A64B8964452FFFE0220ED.dip0.t-ipconnect.de] has quit [Quit: horrowind] 20170620 19:21:03-!- atarocch [~atarocch@93.56.160.37] has joined #wesnoth-dev 20170620 20:04:00-!- Kwandulin [~Kwandulin@p200300760F7CBA30D50B1FA70E4CDD6E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170620 20:11:01-!- Nobun [~nobun@5.170.108.178] has quit [Ping timeout: 240 seconds] 20170620 20:21:35-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 20:25:01-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170620 20:32:33-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 20:33:40-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 20:34:59-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 20:35:33-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 20:35:41-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170620 20:35:49-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170620 20:38:51-!- DeFender [~DeFender1@89-138-182-62.bb.netvision.net.il] has quit [Quit: I'm not back now.] 20170620 20:50:40-!- DeFender1031 [~DeFender1@89-138-182-62.bb.netvision.net.il] has joined #wesnoth-dev 20170620 21:03:55-!- atarocch [~atarocch@93.56.160.37] has quit [Remote host closed the connection] 20170620 21:42:12-!- trewe [~trewe@2001:8a0:d113:2901:8862:b4bc:433c:fa82] has joined #wesnoth-dev 20170620 22:13:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170620 22:20:34-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20170620 22:20:34-!- Topic for #wesnoth-dev: Emergency 1.13.9 scheduled for as soon as we get these bugs fixed | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Discord Server: https://discord.gg/tSmJS2E | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20170620 22:20:34-!- Topic set by vultraz_iOS [uid24821@wesnoth/developer/vultraz] [Mon May 22 20:36:34 2017] 20170620 22:20:34[Users #wesnoth-dev] 20170620 22:20:34[ aeth ] [ DDR ] [ Greg_Boggs[m]] [ loonycyborg ] [ Polsaker ] [ timotei__ ] 20170620 22:20:34[ AI0867_ ] [ DeFender ] [ grzywacz ] [ MagneticUnicorn[] [ pydsigner ] [ tomreyn_ ] 20170620 22:20:34[ aidanhs ] [ elias ] [ heirecka ] [ matthiaskrgr ] [ Ravana_ ] [ vincent_c ] 20170620 22:20:34[ APic\splat ] [ EliDupree2 ] [ higgins ] [ midzer ] [ Rhonda ] [ vultraz_iOS] 20170620 22:20:34[ Appleman1234 ] [ Elsi ] [ Ivanovic ] [ minzbonbon ] [ ShikadiLord] [ yaiyan ] 20170620 22:20:34[ boucman ] [ Elvish_Hunter] [ iwaim__ ] [ new_one ] [ Soliton ] 20170620 22:20:34[ ChipmunkV[m] ] [ esr ] [ janebot ] [ nore ] [ stikonas ] 20170620 22:20:34[ clavi ] [ Gambit ] [ Jetrel_bot ] [ nurupo ] [ TC01 ] 20170620 22:20:34[ crimson_penguin] [ Greg-Boggs ] [ lobby ] [ oldlaptop ] [ TheJJ ] 20170620 22:20:34-!- Irssi: #wesnoth-dev: Total of 50 nicks [0 ops, 0 halfops, 0 voices, 50 normal] 20170620 22:20:35-!- Channel #wesnoth-dev created Tue Jan 27 05:28:41 2009 20170620 22:21:18-!- Irssi: Join to #wesnoth-dev was synced in 88 secs 20170620 22:24:35-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20170620 22:30:49-!- Estradavi [~quassel@90.106.133.102] has joined #wesnoth-dev 20170620 22:33:21-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170620 22:54:02-!- Estradavi [~quassel@90.106.133.102] has quit [Remote host closed the connection] 20170620 23:56:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev --- Log closed Wed Jun 21 00:00:08 2017