--- Log opened Sat Jul 01 00:00:21 2017 20170701 00:06:31-!- Greg-Boggs [~greg_bogg@c-73-37-6-51.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170701 00:19:12-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170701 00:23:39-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 255 seconds] 20170701 00:30:48< celticminstrel> Hee, id.reset(glCreateShader(GL_FRAGMENT_SHADER), glDeleteShader); :D 20170701 00:31:32< celticminstrel> I guess that won't quite compile, but still. 20170701 00:45:40< celticminstrel> Well, it's an interesting idea, but I decided to do something else instead. >_> 20170701 00:53:51< vultraz_iOS> celticminstrel: what you doing? 20170701 00:54:04< celticminstrel> Parsing IPFs to shader code. 20170701 01:01:54< vultraz_iOS> good, good 20170701 01:24:47-!- RatArmy [~ratarmy@om126200116242.15.openmobile.ne.jp] has joined #wesnoth-dev 20170701 01:29:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170701 01:42:03-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Quit: Leaving] 20170701 01:54:10-!- irker184 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170701 01:54:10< irker184> wesnoth: Wedge009 wesnoth:master 1fe589cf993a / projectfiles/VC12/ (wesnoth.vcxproj wesnoth.vcxproj.filters): Add missing Release build from 4bd1fa71. https://github.com/wesnoth/wesnoth/commit/1fe589cf993a2464337176cb3650ef1481131fe3 20170701 01:54:10-!- RatArmy [~ratarmy@om126200116242.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 02:02:31-!- RatArmy [~ratarmy@om126200116242.15.openmobile.ne.jp] has joined #wesnoth-dev 20170701 02:14:20< celticminstrel> FTR, I also started some work towards the GUI2 help. Might continue that next week. 20170701 02:15:34< vultraz_iOS> good, good 20170701 02:15:40< vultraz_iOS> because GUI1 is broken as fuck in a_r 20170701 02:15:58< vultraz_iOS> Honestly very glad I spent the last year or so on the GUI2 conversion 20170701 02:16:05< vultraz_iOS> makes everything much easier 20170701 02:38:13-!- RatArmy [~ratarmy@om126200116242.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 02:44:17< celticminstrel> ISTR there was a way in OpenGL to set the scaling algorithm for interpolation, with nearest neighbour and bilinear being options... 20170701 02:46:55< vultraz_iOS> https://open.gl/textures 20170701 02:47:19< vultraz_iOS> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 20170701 02:47:19< vultraz_iOS> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 20170701 02:47:37< celticminstrel> Oooooh, I didn't know about clamp to border. :O 20170701 02:47:55< celticminstrel> What version is that doc for though? For this test I'm using 2.1. 20170701 02:48:09< vultraz_iOS> why would you do that :| 20170701 02:48:14< celticminstrel> Because it's what I have? 20170701 02:48:26< vultraz_iOS> but then your code isn't compatible with 3.2 20170701 02:48:27< celticminstrel> Or at least, it's the default I get when creating the context with SDL. 20170701 02:48:43< celticminstrel> I suspect it wouldn't be a lot of work to convert it to 3.2. 20170701 02:48:47< vultraz_iOS> and if you want to use it then you'll need to rewrite everything 20170701 02:49:13< celticminstrel> I mean, it's mostly about getting the formulas and stuff, right? 20170701 02:49:32< celticminstrel> I don't know exactly what's different about 3.2. 20170701 02:49:44< celticminstrel> ISTR the built-in variables such as gl_FragColor may no longer exist? 20170701 02:50:12< celticminstrel> But it does still support all the same types that 2.1 does, AFAIK. 20170701 02:50:26< celticminstrel> So I would think the shader functions I write will still be usable. 20170701 02:50:46< vultraz_iOS> "Deprecated features include: 20170701 02:50:46< vultraz_iOS> All fixed-function vertex and fragment processing 20170701 02:50:46< vultraz_iOS> Direct-mode rendering, using glBegin and glEnd 20170701 02:50:46< vultraz_iOS> Display lists 20170701 02:50:46< vultraz_iOS> Indexed-color rendering targets 20170701 02:50:46< vultraz_iOS> OpenGL Shading Language versions 1.10 and 1.20" 20170701 02:51:02< vultraz_iOS> that's in 3.0 20170701 02:51:26< celticminstrel> The last one is the relevant thing here. 20170701 02:51:39< vultraz_iOS> 3.2 divided things into a core and compatibility profile and bumped to GLSL 1.50 20170701 02:51:47< celticminstrel> (I am using direct mode for this, but only because that's the easiest way to get it going quickly.) 20170701 02:52:14< celticminstrel> So, what is the difference between GLSL 1.1 / 1.2 and GLSL 1.5? 20170701 02:53:10< celticminstrel> From the sounds of it though, GLSL 1.2 will still work in OpenGL 3.2? 20170701 02:53:26< celticminstrel> So if it's hard to convert (which I doubt), you should be able to just use it. 20170701 02:55:09< vultraz_iOS> i don't know 20170701 02:55:13< vultraz_iOS> ask someone who does :P 20170701 02:55:22< celticminstrel> https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions 20170701 02:55:27< vultraz_iOS> is aeth the one who was telling us about this 20170701 02:56:48< celticminstrel> Doesn't sound like it'd be super-hard to convert. The hardest part would be the removal of the predefined output variables such as gl_FragColor, as I previously mentioned. 20170701 02:57:14< celticminstrel> And the fact that you say it's deprecated implies that it still works in 3.2, though you may need a compatibility profile instead of core for that. 20170701 03:08:22< celticminstrel> Hmm, so ~R(x) is exactly equivalent to ~CS(x,0,0), right? 20170701 03:09:50< celticminstrel> Pretty sure ~PAL(), ~RC(), and ~TC() would compile down to a call to the same shader function. 20170701 03:10:42< celticminstrel> Does ~ROTATE() automatically adjust the canvas size so that the rotated image fits? 20170701 03:11:07< celticminstrel> eg, if you ~ROTATE(45), do the image corners get cut off or does the canvas expand? 20170701 03:11:41< celticminstrel> Do you have suggestions for good images to use for testing IPFs BTW? 20170701 03:18:54< celticminstrel> Hm, I can't seem to get --render-image to work. 20170701 03:22:13< celticminstrel> Does ~BG() really set the color of transparent pixels? What I'd expect is for it to blend in a solid-color background instead. 20170701 03:36:55-!- Coffee_irc [~david@61.68.203.58] has joined #wesnoth-dev 20170701 03:38:09< celticminstrel> I guess ~PAL() etc would be a binary search. 20170701 03:38:47< celticminstrel> Might be kinda inefficient on some GPUs. 20170701 03:49:27-!- Bonobo [~Bonobo@61.68.203.58] has joined #wesnoth-dev 20170701 03:54:13< vultraz_iOS> I don't know 20170701 03:54:26< vultraz_iOS> also, we're not working with canvas sizes anymore 20170701 03:54:38< celticminstrel> Sure we are? 20170701 03:54:55< celticminstrel> I mean, the IPFs still need to give a resultant canvas of the correct size. 20170701 03:55:13< celticminstrel> The shaders may not be dealing with the canvas side, but it has to be dealt with at some point. 20170701 03:55:37< vultraz_iOS> well... 20170701 03:55:54< vultraz_iOS> I dunno, it just seems rather moot when rotation is now a render-time op 20170701 03:57:11< vultraz_iOS> Honestly I think there's an odd problem here 20170701 03:57:23< vultraz_iOS> the IPF design is consistent with surface manipulation 20170701 03:58:41< celticminstrel> I think crop and blit could maybe also compile to the same shader function, though I'm not quite sure; crop could be done in the vertex shader, I think, but I don't think blit can. 20170701 03:59:13< vultraz_iOS> ie, each IPF produces a brand new surface to operate on 20170701 03:59:30< vultraz_iOS> this design is not consistent with accelerated rendering 20170701 03:59:49< vultraz_iOS> like, blitting 20170701 03:59:50< celticminstrel> I don't think it's entirely inconsistent. It does require some preprocessing of the IPF on the CPU though. 20170701 04:00:01< vultraz_iOS> with surfaces, you blit two together and get a new surfaces 20170701 04:00:08< vultraz_iOS> but here you don't need that 20170701 04:00:16< vultraz_iOS> you can just render two things in the same place 20170701 04:00:26< celticminstrel> Well, um... 20170701 04:01:00< celticminstrel> I have some idea of how blitting can work in the fragment shader. 20170701 04:01:44< vultraz_iOS> wedge009: can i see a screenshot of your issues? 20170701 04:02:30< celticminstrel> If the texture coordinate is in the target rectangle, you subtract the target's upper left point and use the result as a texture coordinate to address the second texture, then alpha-blend that with the underlying texture. Otherwise, just use the underlying texture's color. 20170701 04:03:41< vultraz_iOS> I really think we should rethink the IPF system 20170701 04:03:54< celticminstrel> I don't really think it's necessary. 20170701 04:03:59< celticminstrel> Which is why I'm doing this. :P 20170701 04:04:09< vultraz_iOS> there's only so many contortions we can go into to preserve a system designed around software rendering 20170701 04:05:34< vultraz_iOS> in fact, I wish we wouldn't, since we could give users more control over drawing 20170701 04:10:44< vultraz_iOS> but again, WML isn't designed for that >_> 20170701 04:10:48< vultraz_iOS> it's not functional 20170701 04:11:01< celticminstrel> User-defined IPFs are probably possible. 20170701 04:12:37< vultraz_iOS> that's... not the point :| 20170701 04:13:15< celticminstrel> Somehow I feel like you don't know what the point is either. >_> 20170701 04:13:35-!- RatArmy [~ratarmy@om126211120078.13.openmobile.ne.jp] has joined #wesnoth-dev 20170701 04:13:41< vultraz_iOS> maybe 20170701 04:13:55< vultraz_iOS> I just know the current system is restrictive 20170701 04:14:02< celticminstrel> With a few exceptions, I think the IPFs map very nicely onto shaders. 20170701 04:14:13< vultraz_iOS> the whole drawing system, really 20170701 04:14:33< celticminstrel> The exceptions are things like blit, crop, maybe mask or lightmap. 20170701 04:14:49< celticminstrel> And, to some extent, transformations like rotate, scale, etc. 20170701 04:14:57< vultraz_iOS> you don't need crop! 20170701 04:15:05< celticminstrel> Yes you do? 20170701 04:15:09< vultraz_iOS> just specify source rect when rendering! 20170701 04:15:22< celticminstrel> Yeah, that's not gonna cut it. 20170701 04:15:26< vultraz_iOS> ........ 20170701 04:15:27< vultraz_iOS> why 20170701 04:15:34< celticminstrel> And crop is pretty trivial anyway, so I don't see what your problem is. 20170701 04:16:10< vultraz_iOS> because it sounds like you're trying to do 1-1 mapping of functionality from IPFs -> shaders, with the same syntax 20170701 04:16:17< celticminstrel> Crop is literally just scaling the 0..1 texture coordinates into the range representing the rectangle you want. 20170701 04:16:23< celticminstrel> Obviously I'm trying to do that. 20170701 04:16:28< celticminstrel> Why would I try anything else? 20170701 04:17:06< celticminstrel> Anyway, crop is trivial to implement in a shader; the only complication is that it may make more sense in the vertex shader rather than the fragment shader, and splitting functionality between vertex and fragment shaders is troublesome. 20170701 04:17:08< vultraz_iOS> because we have a chance to come up with something better? 20170701 04:17:20< celticminstrel> No, we do not. I don't know what gave you that idea. 20170701 04:17:45< celticminstrel> Blit is more problematic than crop, FTR. 20170701 04:17:56< vultraz_iOS> again, why can't you just render two damn things in one place 20170701 04:18:14< wedge009> vultraz_iOS: Maybe I should have made a separate report - https://github.com/wesnoth/wesnoth/issues/1563 20170701 04:18:24< celticminstrel> Well, you could do that, sure. 20170701 04:18:35< celticminstrel> But that's not a nice unified system like IPFs. 20170701 04:18:48< celticminstrel> Plus, you could already do that with SDL 1.2. 20170701 04:19:04< vultraz_iOS> oh jesus fucking christ THAT BUG AGAIN 20170701 04:19:06< celticminstrel> So it's not like it's something new with the move to hardware. 20170701 04:19:09< vultraz_iOS> WHAT THE HELL IS CAUSING IT 20170701 04:19:11< vultraz_iOS> :| 20170701 04:19:44< celticminstrel> What bug? 20170701 04:19:57< vultraz_iOS> for some goddamn reason the system I put in place in GUI2 decides to fuck half the people who try out a_r 20170701 04:20:42< vultraz_iOS> celticminstrel: see screenshot wedge009 posted 20170701 04:30:12< celticminstrel> I don't know what to look for. 20170701 04:32:02< vultraz_iOS> :| 20170701 04:32:04-!- RatArmy [~ratarmy@om126211120078.13.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 04:32:05< vultraz_iOS> the overlapping text? 20170701 04:32:09< vultraz_iOS> the overlapping images? 20170701 04:32:24< celticminstrel> Ah, now I see it. 20170701 04:52:26< vultraz_iOS> sometimes i wish we could just switch to anura and be done with it >_> 20170701 04:52:54< vultraz_iOS> they already achieved everything we're trying to do here 20170701 04:55:56< celticminstrel> Progress! 20170701 04:56:09-!- Kwandulin [~Kwandulin@p200300760F2142D7C5EB39C92BEE8664.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 04:56:21< celticminstrel> It can now determine whether to apply FL() or BLEND() or both. Next is making it use the argument list instead of hard-coded arguments. >_> 20170701 04:56:39-!- irker184 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170701 05:12:08< vultraz_iOS> i wonder if we can copy the hex shader from anura .. 20170701 05:20:09< celticminstrel> Works perfectly! \o/ 20170701 05:20:17< celticminstrel> Only handles BLEND() and FL() so far, but still. 20170701 05:21:02< celticminstrel> Actually, I'm also not too sure if it's perfect, there seems to be an alpha blending error or something... but that might not be more just wrong settings in the OpenGL context. 20170701 05:23:08< celticminstrel> Also, it currently won't work if you have multiple BLEND() or FL(). 20170701 05:23:45< celticminstrel> But that should be pretty easy to fix. 20170701 05:36:04< celticminstrel> Works now. \o/ 20170701 05:36:45< celticminstrel> I guess next is implementing a bunch more shader functions for the basic ones. 20170701 05:40:49-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170701 05:48:02< vultraz_iOS> celticminstrel: oh? 20170701 05:48:17< vultraz_iOS> FL is flip, is it not 20170701 05:50:01< celmin> Yeah. 20170701 05:51:09-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20170701 05:56:15-!- RatArmy [~ratarmy@om126234124026.16.openmobile.ne.jp] has joined #wesnoth-dev 20170701 05:57:36-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170701 06:14:26-!- RatArmy [~ratarmy@om126234124026.16.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 06:22:55-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170701 07:35:29-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170701 07:38:17< zookeeper> i guess i need to get up early if i ever want to catch celmin these days. 20170701 08:04:45-!- mjs-de [~mjs-de@x4e3142f7.dyn.telefonica.de] has joined #wesnoth-dev 20170701 08:40:56-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has quit [Read error: Connection reset by peer] 20170701 08:45:36-!- Kwandulin [~Kwandulin@p200300760F2142D7C5EB39C92BEE8664.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170701 09:09:06-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 09:14:20-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has joined #wesnoth-dev 20170701 09:16:13< vultraz_iOS> or stay up late 20170701 09:21:59< vultraz_iOS> wedge009: were those GUI2 problems evident at the titlescreen? 20170701 09:25:36-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 09:31:41-!- Kwandulin [~Kwandulin@p200300760F2142D7C5EB39C92BEE8664.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 10:15:03-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 10:27:31-!- mjs-de [~mjs-de@x4e3142f7.dyn.telefonica.de] has quit [Remote host closed the connection] 20170701 10:32:25-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 10:34:24-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 10:38:56-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 268 seconds] 20170701 10:40:31-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20170701 10:49:21-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 11:12:45-!- Kwandulin [~Kwandulin@p200300760F2142D7C5EB39C92BEE8664.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170701 11:41:51-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170701 11:43:56< vultraz_iOS> zookeeper: there you go 20170701 11:45:45-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 11:52:30-!- Kwandulin [~Kwandulin@p200300760F2142D72C77960B697BA74B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 12:06:38-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 12:14:41-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 12:35:28< vultraz_iOS> having trouble coming up with the appropriate design for the drawing queue.. 20170701 12:40:26< vultraz_iOS> should i expose the drawing queue item publicly... 20170701 12:40:48-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 260 seconds] 20170701 12:53:35-!- moongazer [~moongazer@2405:204:9795:d5c7:551d:d66d:a25b:32d1] has joined #wesnoth-dev 20170701 12:55:27-!- Kwandulin [~Kwandulin@p200300760F2142D72C77960B697BA74B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170701 13:01:13< moongazer> hi 20170701 13:01:56< vultraz_iOS> hello 20170701 13:04:31-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 13:04:32-!- RatArmy [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 13:04:53< moongazer> hi 20170701 13:05:04< moongazer> vultraz_iOS, I am coming to re contribute 20170701 13:10:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170701 13:15:21-!- Bonobo [~Bonobo@61.68.203.58] has quit [Quit: Leaving] 20170701 13:19:48< celticminstrel> ...shouldn't standard team coloring be applied before custom recoloring? 20170701 13:20:03< celticminstrel> And why do the recolor functions not honour order of application? 20170701 13:20:15< vultraz_iOS> i have no idea 20170701 13:20:32< celticminstrel> I bet both these things are a side-effect of the code implementing standard team coloring by simply tacking a TC() onto the end of the IPF. 20170701 13:22:17< vultraz_iOS> shrug 20170701 13:25:15< vultraz_iOS> is it really important 20170701 13:32:24< celticminstrel> I think it's kinda unintuitive TBH. 20170701 13:32:35< vultraz_iOS> oh, reminds me 20170701 13:33:48< vultraz_iOS> apparently the anura people found that our recoloring mechanism was inefficient... 20170701 13:33:57< vultraz_iOS> but now i can't remember what they did 20170701 13:34:00< vultraz_iOS> something with color ranges 20170701 13:34:04< vultraz_iOS> instead of palette checks.. 20170701 13:35:39< celticminstrel> ??? 20170701 13:35:48< celticminstrel> Anyway, I won't be around this weekend. 20170701 13:35:52< vultraz_iOS> i can't remember 20170701 13:36:05< vultraz_iOS> they came up with a more efficient way to do TC 20170701 13:40:33-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170701 14:04:14-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 14:05:16-!- Kwandulin [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 14:12:37-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 14:18:15< wedge009> vultraz_iOS: ...not on the title screen itself, that I noticed, but the loading screen before it exhibited the overlapping text and graphics. 20170701 14:18:24< wedge009> I've only tested on Windows. 20170701 14:18:50< vultraz_iOS> SDL version? 20170701 14:24:38< wedge009> vultraz_iOS: 2.0.5 20170701 14:24:51< vultraz_iOS> :( 20170701 14:33:18< vultraz_iOS> ya know, I swear 20170701 14:33:24< vultraz_iOS> for some reason, this kind of thing always happens 20170701 14:33:37< vultraz_iOS> something will break for everyone else and it will work perfectly fine for me 20170701 14:34:38< vultraz_iOS> take, for example, July 2015 when Windows 10 debuted...i kept hearing about how people were having issues yadayada and nothing happened to me 20170701 14:34:39-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 14:34:54< vultraz_iOS> or when I hear about iOS updates going haywire and I update and its totally fne 20170701 14:34:57< vultraz_iOS> i mean, not complaining 20170701 14:35:02< vultraz_iOS> but really... 20170701 14:35:34< vultraz_iOS> I'm getting absolutely none of the graphics glitches other people are reporting 20170701 14:35:52< vultraz_iOS> GUI2 glitches, that is 20170701 14:38:12-!- mjs-de [~mjs-de@x4e3142f7.dyn.telefonica.de] has joined #wesnoth-dev 20170701 14:44:52-!- trewe [~trewe@2001:8a0:d125:e501:879f:2a68:6a37:a2ac] has joined #wesnoth-dev 20170701 14:45:36-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 14:56:03-!- Kwandulin [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170701 15:04:02-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 15:21:28 * zookeeper could use some ideas for an additional quenoth elf trait 20170701 15:23:08< zookeeper> (for the fighter line) 20170701 15:24:13< zookeeper> they're kind of too slow at 5MP, but if they are given 6MP then they shouldn't be able to get quick because 7MP on a fighter is silly, but without quick their trait pool is only strong,intelligent,resilient which is too few. 20170701 15:24:21< zookeeper> healthy and fearless, no 20170701 15:28:51< zookeeper> one idea i had just now would be that some elves are still a little bit more wood-elvish than most, which could be used as a trait, but i can't think of what actual effects that could then have. 20170701 15:34:18< zookeeper> if fearless didn't already exist then that would be one. and letting them have wood-elvish stats on forest would be largely useless except in the final scenarios. 20170701 15:39:36-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 15:56:15< moongazer> any ai improvements? 20170701 16:13:15-!- Kwandulin [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 16:18:21-!- Kwandulin2 [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170701 16:18:28-!- moongazer [~moongazer@2405:204:9795:d5c7:551d:d66d:a25b:32d1] has quit [Ping timeout: 246 seconds] 20170701 16:18:48-!- DisherProject [9742c733@gateway/web/freenode/ip.151.66.199.51] has joined #wesnoth-dev 20170701 16:20:07-!- Kwandulin [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20170701 16:20:39< DisherProject> Hi all 20170701 16:24:00< zookeeper> urgh... the UtBS ethereal shadow/nightgaunts claim that "Unlike normal Shadows, Ethereal Shadows cannot hide at night.", but actually they've been doing that since 2008... -.- 20170701 16:27:24< DisherProject> zookeeper: Hello, i'd like to give a hand in development. Can i ask you a question? 20170701 16:27:43< zookeeper> sure 20170701 16:28:37< DisherProject> I'm not sure about how to join the BfW project in Github, they say i have to be invited. Who should i ask? 20170701 16:29:22< pydsigner> You don't have to join the project to contribute 20170701 16:29:46< pydsigner> Generally people are added to the project after they're trusted contributors 20170701 16:30:18< DisherProject> Ok thanks :) 20170701 16:30:38< zookeeper> yeah 20170701 16:31:45-!- moongazer [~moongazer@2405:204:9795:d5c7:59d6:5f33:96d0:b4ea] has joined #wesnoth-dev 20170701 16:33:17-!- moongazer [~moongazer@2405:204:9795:d5c7:59d6:5f33:96d0:b4ea] has quit [Max SendQ exceeded] 20170701 16:33:36< zookeeper> a lot of regular contributors mainly work through pull requests anyway 20170701 16:33:56-!- moongazer [~moongazer@2405:204:9795:d5c7:59d6:5f33:96d0:b4ea] has joined #wesnoth-dev 20170701 16:45:01-!- moongazer [~moongazer@2405:204:9795:d5c7:59d6:5f33:96d0:b4ea] has quit [Quit: Leaving] 20170701 16:46:44-!- DisherProject [9742c733@gateway/web/freenode/ip.151.66.199.51] has quit [Ping timeout: 260 seconds] 20170701 16:52:20-!- irker867 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170701 16:52:20< irker867> wesnoth: ln-zookeeper wesnoth:master 7efcb7bebb0e / data/campaigns/Under_the_Burning_Suns/units/undead/ (Ethereal_Nightgaunt.cfg Ethereal_Shadow.cfg): UtBS: Fixes to Ethereal Shadow and Ethereal Nightgaunt https://github.com/wesnoth/wesnoth/commit/7efcb7bebb0e2c3647024a138e97f7d73f51e49f 20170701 16:52:25< zookeeper> ^ __remove=yes is great for that kind of thing 20170701 16:55:14< irker867> wesnoth: ln-zookeeper wesnoth:master 84c4bad8f4e9 / data/campaigns/Under_the_Burning_Suns/units/undead/Spider_Lich.cfg: UtBS: Added missing 'a' in Spider Lich description https://github.com/wesnoth/wesnoth/commit/84c4bad8f4e97c1049ab9fcde3113d960139ddb8 20170701 16:57:23< Kwandulin2> Uh, the ingame interface is bugging? It is not reacting at all 20170701 16:58:43< Kwandulin2> restarting bfw solves it 20170701 16:59:55< Kwandulin2> Will we see the new sprite for Jevyan in TRoW? https://forums.wesnoth.org/viewtopic.php?p=540837#p540837 20170701 17:00:37-!- Kwandulin2 is now known as Kwandulin 20170701 17:04:31< irker867> wesnoth: ln-zookeeper wesnoth:master efaf046c370e / data/core/ (17 files in 2 dirs): Added a lvl0 Giant Scorpling unit, leveling into the Giant Scorpion https://github.com/wesnoth/wesnoth/commit/efaf046c370eb419a2ae0acc49fa413a610d29e0 20170701 17:08:45< zookeeper> oh, duh... 20170701 17:10:14< irker867> wesnoth: ln-zookeeper wesnoth:master 69d47ef2ab7d / data/core/units/monsters/Giant_Scorpling.cfg: Made Giant Scorpling actually be named such https://github.com/wesnoth/wesnoth/commit/69d47ef2ab7d449895edbe9098b45283e5ed58b6 20170701 17:10:58-!- RatArmy_ [~ratarmy@om126161124251.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 17:12:27< zookeeper> Kwandulin, yeah, i guess i should 20170701 17:13:04< Kwandulin> maybe even with that cool uncloaked variation: https://forums.wesnoth.org/viewtopic.php?p=541707#p541707 20170701 17:20:03< zookeeper> maybe. but the guy only shows up exactly 3 times, two of them talking and only one fighting, so does that really warrant using both a "fighting sprite" and a "non-fighting sprite"? 20170701 17:20:44< zookeeper> i mean, it's just a bit weird. it's not like he's, say, a king who shows up in a throne room, and then later on a battlefield with a sword. 20170701 17:21:39< Kwandulin> Oh, the uncloaked one could be a tougher variant, that appears once Jevyan's hitpoints are below a certain percentage 20170701 17:22:27< zookeeper> not exactly the kind of surprise you want to throw at the player 20170701 17:25:07< zookeeper> i'm not even completely sure which sprite i'd want to use, if i was to only choose one 20170701 17:27:47< Kwandulin> The left one looks more unique: three arms, magical orb, snake tail. 20170701 17:41:06-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170701 17:49:22-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth-dev 20170701 18:04:28< irker867> wesnoth: ln-zookeeper wesnoth:master b19483e66a01 / changelog players_changelog: Updated changelogs https://github.com/wesnoth/wesnoth/commit/b19483e66a016906d503fa00003d6eaecbf9d8a6 20170701 18:05:54< shadowm> It's not like having a separate variation is going to eat everyone's RAM or anything. 20170701 18:07:10-!- DeFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has joined #wesnoth-dev 20170701 18:08:32< zookeeper> of course. but it's also not really obvious that having two sprites is better than one per se. 20170701 18:09:51< shadowm> In my experience sometimes it's best to ignore practical concerns and just have fun with campaign design. 20170701 18:10:32< shadowm> Not everything has to be carefully plotted and calculated to serve a specific purpose. 20170701 18:10:39< Kwandulin> Jevyan might become uncloaked at night, gaining a draining special 20170701 18:10:49< Kwandulin> He is a big bad lich, isnt he 20170701 18:10:50< DeFender1031> "Here's a penny. That should cover the extra power that you'll end up using because of this extra sprite's existence for the next 1000 years or so." 20170701 18:20:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170701 18:20:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170701 18:43:18< irker867> wesnoth: sigurdfdragon wesnoth:master 36175c46cdc8 / data/campaigns/Secrets_of_the_Ancients/scenarios/ (10_Merfolk_Revenge.cfg 15_Mountain_Pass.cfg): SotA: Fix animation bug https://github.com/wesnoth/wesnoth/commit/36175c46cdc8af27e58b4466a32d803bd9dc994c 20170701 18:43:21< irker867> wesnoth: sigurdfdragon wesnoth:master b334851ccd25 / data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg: SotA S10: Add code to match behavior in S15 https://github.com/wesnoth/wesnoth/commit/b334851ccd257f7eec0030ca72ec082e76ce8aba 20170701 18:49:09-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20170701 19:15:13< irker867> wesnoth: ln-zookeeper wesnoth:master 0e9358a0dde2 / data/core/units/undead/Corpse_Soulless.cfg: Fixed broken indentation from 18f866eb https://github.com/wesnoth/wesnoth/commit/0e9358a0dde2530c4e3ab96a799820a7530eb877 20170701 19:20:36< irker867> wesnoth: ln-zookeeper wesnoth:master 3cffd699d9d9 / data/core/ (20 files in 2 dirs): Added gryphon variation of Walking Corpse and Soulless, by doofus-01 https://github.com/wesnoth/wesnoth/commit/3cffd699d9d9b3a1b624c8998a5de3ce93d7fc5f 20170701 19:24:26-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:a1a8:edf1:51ed:1b4c] has joined #wesnoth-dev 20170701 19:38:00-!- Kwandulin [~Kwandulin@p200300760F21421E28720B72E80C7CDA.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170701 19:39:13-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20170701 19:58:19-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:a1a8:edf1:51ed:1b4c] has quit [Remote host closed the connection] 20170701 20:04:54-!- madgoat [~GK.1WM.SU@192.240.212.2] has joined #wesnoth-dev 20170701 20:05:26-!- madgoat [~GK.1WM.SU@192.240.212.2] has left #wesnoth-dev [] 20170701 20:26:30-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 255 seconds] 20170701 20:29:32-!- trewe [~trewe@2001:8a0:d125:e501:879f:2a68:6a37:a2ac] has quit [Quit: quit] 20170701 21:08:48-!- RatArmy_ [~ratarmy@om126161124063.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 21:25:39-!- RatArmy_ [~ratarmy@om126161124063.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 21:31:14-!- kahootbird [~kahootbir@c-73-113-148-68.hsd1.tn.comcast.net] has quit [Remote host closed the connection] 20170701 21:37:10-!- RatArmy_ [~ratarmy@om126161124063.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 21:45:22-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170701 21:51:17-!- deathisundead [~quassel@2601:40a:c300:73aa:d4ff:9392:6334:7a39] has joined #wesnoth-dev 20170701 21:51:17-!- deathisundead [~quassel@2601:40a:c300:73aa:d4ff:9392:6334:7a39] has quit [Changing host] 20170701 21:51:17-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20170701 21:56:50-!- RatArmy_ [~ratarmy@om126161124063.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170701 22:06:53-!- atarocch [~atarocch@93.56.160.37] has quit [Quit: Leaving] 20170701 22:52:26-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170701 22:55:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170701 22:56:54-!- RatArmy_ [~ratarmy@om126161124063.8.openmobile.ne.jp] has joined #wesnoth-dev 20170701 22:58:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170701 23:10:19< zookeeper> oh good grief. all i try to do is test a plague-related thing, and my corpses miss a bat 12 times in a row. -.- 20170701 23:35:15< irker867> wesnoth: ln-zookeeper wesnoth:master d4775ccba2bb / src/actions/attack.cpp: Made plague-created units have same facing as the dead unit, not random https://github.com/wesnoth/wesnoth/commit/d4775ccba2bbb275261e611b5204dddf636b1a1a 20170701 23:46:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170701 23:47:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev --- Log closed Sun Jul 02 00:00:22 2017