--- Log opened Wed Aug 02 00:00:02 2017 20170802 00:25:11-!- Greg-Boggs [~greg_bogg@c-73-37-6-51.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 00:49:14-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170802 00:49:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170802 01:26:28-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has joined #wesnoth-dev 20170802 01:30:49-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has quit [Ping timeout: 246 seconds] 20170802 01:52:38-!- https_GK1wmSU [~d33p-b00k@77.234.41.151] has joined #wesnoth-dev 20170802 01:54:55-!- https_GK1wmSU [~d33p-b00k@77.234.41.151] has left #wesnoth-dev [] 20170802 02:19:11-!- irker115 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170802 02:24:15< vultraz_iOS> celticminstrel: im looking at our blockers 20170802 02:24:20< vultraz_iOS> removed one of them 20170802 02:24:22< vultraz_iOS> 11 left 20170802 02:24:23< vultraz_iOS> https://github.com/wesnoth/wesnoth/issues?q=is%3Aopen+is%3Aissue+label%3Ablocker 20170802 02:24:32< vultraz_iOS> i can fix 1747 soon 20170802 02:24:54< vultraz_iOS> you'll probably insist we fix 1027 even though i really don't care about it 20170802 02:25:12-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has quit [Ping timeout: 260 seconds] 20170802 02:25:54< vultraz_iOS> we should definitely fix 1864, 1857, and 1855 20170802 02:26:04< vultraz_iOS> dunno what to do about the rest 20170802 02:34:30< celticminstrel> I strongly disagree on 1677. 20170802 02:34:49< celticminstrel> Mind you, it doesn't need to be a blocker for 1.13.9 specifically, I guess. 20170802 02:35:17< celticminstrel> 1027 is essential. 20170802 02:35:28< celticminstrel> It's no good to put out a version that arbitrarily drops features. 20170802 02:35:50< celticminstrel> I have plans to work on 1864 but haven't gotten to it yet. 20170802 02:36:10< celticminstrel> 1855 would theoretically be solved by my open PR if said PR is not broken. 20170802 02:36:22< celticminstrel> 1712 could be demoted from blocker, I guess. 20170802 02:36:39< vultraz_iOS> yeah, i know we shouldn't just drop features like that 20170802 02:36:41< celticminstrel> Not really sure what most of the rest are. 20170802 02:36:58< vultraz_iOS> but it's a non-trivial fix and im having a hard time caring enough to invest the effort >_> 20170802 02:36:59< celticminstrel> 1549 sounds pretty bad though. 20170802 02:37:48< vultraz_iOS> there's no fix for that 20170802 02:38:09< celticminstrel> If we don't fix that we'll basically need to remove several languages from the official support list. 20170802 02:38:15< celticminstrel> Such as Japanese. 20170802 02:38:27< celticminstrel> Basically any language that uses non-Roman characters. 20170802 02:40:01< celticminstrel> We can't really claim to support such languages if they don't even work on the most common platform. 20170802 02:40:13< celticminstrel> (We can leave the translations in, just don't mention them on the Steam page.) 20170802 02:40:53< celticminstrel> So basically some fix or workaround for 1549 should be the absolute top priority. 20170802 02:41:15< celticminstrel> Well, maybe not absolute, but definitely very high up there. 20170802 02:42:58< vultraz_iOS> if we add the fallback list, fonts display incorrectly on windows 20170802 02:43:46< celticminstrel> Define "incorrectly". 20170802 02:46:09< vultraz_iOS> newlines are not rendered, most noticeably 20170802 02:46:26< vultraz_iOS> ie, \n\n will render as \n 20170802 02:46:37< celticminstrel> Reading through the pango bug report linked from 1549 seems to imply that a fix or workaround is possible. 20170802 02:47:11< celticminstrel> TBH, if the characters display fine, it's preferable to have the collapsed newlines. 20170802 02:47:14< vultraz_iOS> also there appears to be some weird issues with spacing/trailing spaces. If you add the fallbacks, the Language menu displays much thinner and without trailing spaces on some languages 20170802 02:47:43< celticminstrel> Obviously we want both the non-Roman characters and runs of newlines, but if I had to choose just one, it would definitely be the former. 20170802 02:48:14< celticminstrel> Are those space issues you describe also Windows-only? 20170802 02:48:49< vultraz_iOS> yes 20170802 02:49:03< vultraz_iOS> when i used to use mac it worked perfectly there 20170802 02:51:07< mattsc> Stupid question …. 20170802 02:51:14< mattsc> Did MP LoW ever get fixed? 20170802 02:51:35-!- gfgtdf [~chatzilla@x4e32b193.dyn.telefonica.de] has joined #wesnoth-dev 20170802 02:52:54< gfgtdf> vultraz_iOS: iirc #1549 is also an upstram bug, since fallback fonts/fontlist had issues on windows with pangocairo on windows. (which doesn't mean we shouldn't workaround) 20170802 02:53:19< celticminstrel> Yeah, if possible we should work around. 20170802 02:53:35< gfgtdf> mattsc: what do you mean? It incomplate and unbalanced but it's playable afaik 20170802 02:53:36< vultraz_iOS> how do we work around! 20170802 02:54:53< gfgtdf> i perosnally think #1622 id definitely the worst on that list though. 20170802 02:55:31< mattsc> gfgtdf: well, it was grossly imbalanced last time I paid attention to it, with a huge number of bugs 20170802 02:55:35< celticminstrel> Oh yeah, that one is rather bad... 20170802 02:55:48< vultraz_iOS> I think that was fixed? 20170802 02:55:55< vultraz_iOS> or at least... not reproducible 20170802 02:55:59< gfgtdf> vultraz_iOS: no iea maybe patching pango es easier even though we don't know anythink about pangos internals 20170802 02:56:05< gfgtdf> vultraz_iOS: well t happens randomly 20170802 02:56:13< gfgtdf> vultraz_iOS: i also had it on 1.13.8 already 20170802 02:56:17< vultraz_iOS> it would only happen if a stray event context was created 20170802 02:56:24< vultraz_iOS> where are event contexts created? 20170802 02:56:46< vultraz_iOS> is an event context created and then not purged from the context stack? 20170802 02:57:07< gfgtdf> assuming you don't talk about wml events: what are event contexts? 20170802 02:57:33< vultraz_iOS> see https://github.com/wesnoth/wesnoth/commit/d22a4ca6962d1ac0ef0ad63d9f0e9a8a002a2128 20170802 02:57:33< gfgtdf> mattsc: when was that? last time i played there were no suhc major bugs 20170802 02:57:44< vultraz_iOS> events::event_context 20170802 02:57:51< gfgtdf> ok 20170802 02:58:21-!- irker953 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170802 02:58:21< irker953> wesnoth: Celtic Minstrel wesnoth:fix_1855 44b8df047af3 / src/hotkey/command_executor.cpp: fixup https://github.com/wesnoth/wesnoth/commit/44b8df047af379667e5f378c756c5357d5ea0f76 20170802 02:58:23< celticminstrel> ^ Does that look better, gfgtdf? 20170802 02:59:05< gfgtdf> mattsc: if you talk about the 1.12.4 bugs (like "an evil Kalenz appears at the orcish side and starts recuiting drakes") those were fixed 20170802 02:59:17< mattsc> gfgtdf: it was a long time ago. Around the time of the 1.12.0 release, probably, don’t really remember. 20170802 02:59:36< gfgtdf> celticminstrel: yes 20170802 02:59:37< mattsc> gfgtdf: cool 20170802 02:59:48< celticminstrel> gfgtdf: Can you test it then? 20170802 03:00:21< mattsc> gfgtdf: at the time I was seriously considering taking over and trying to “fix” (not sure I remember what exactly that means either) it. 20170802 03:00:22< celticminstrel> (And if you merge, please squash. Or let me merge, that works too.) 20170802 03:00:43< mattsc> But then, after what I did to SotBE, nobody will ever want me to balance a mainlne campaign again ;) 20170802 03:01:13< gfgtdf> celticminstrel: can't build currently i can only test once it's on master via appveyor build, (or you configure appveyor to build prs) 20170802 03:02:05< celticminstrel> Then test when you can build next? You'll need to merge it to master in order to get it to build (unless I rebase it before then), because it's based on a broken version of master. 20170802 03:02:28< celticminstrel> What did mattsc do to SotBE? 20170802 03:02:39< mattsc> hehe 20170802 03:02:52< mattsc> “excellent” 20170802 03:03:13< gfgtdf> mattsc: oh and don't foprget the scneairo that has 8! human sides. 20170802 03:03:15< mattsc> imagine the evil grin and finger motion that goes along with that 20170802 03:03:32< mattsc> gfgtdf: yeah — I voted against doing it that way 20170802 03:03:33< celticminstrel> (Alternatively, someone else with a keyboard that can produce non-ASCII characters in a single keystroke could test it.) 20170802 03:04:04< gfgtdf> celticminstrel: wil probably test tommorow 20170802 03:04:11< celticminstrel> 'kay 20170802 03:04:50< gfgtdf> celticminstrel: (merge and test afterwards i mean) 20170802 03:05:19< celticminstrel> I mean merge to your local copy of master, not to the master repo. 20170802 03:05:35< gfgtdf> celticminstrel: i cannot buidl locally as i said. 20170802 03:05:49< celticminstrel> Then maybe it's better to let someone else test it, or wait until you can build locally. 20170802 03:06:14< mattsc> celticminstrel: to answer your question, SotBE is now considered unplayable by lots of people 20170802 03:06:39< gfgtdf> mattsc: i also observed that the idea of the amount of players chanign during the campaign accepted by users, most people just keep playing the scond part with 2 players, some even just drioding the third human side 20170802 03:07:00< gfgtdf> changing during the campaign was just not accepted* 20170802 03:07:00< mattsc> gfgtdf: TBH, that’s what I would do 20170802 03:08:23< gfgtdf> mattsc: so i by ow don'T think that LoW mp can easily be fixed or even b fixed at all. 20170802 03:08:44< gfgtdf> have to go 20170802 03:08:45-!- gfgtdf [~chatzilla@x4e32b193.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 54.0.1/20170628075643]] 20170802 03:09:46< mattsc> gfgtdf [for when you’re back]: in approx. 1.11.16 I stated the opinion the LoW should be removed from mainline for exactly that reason 20170802 03:15:47-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has joined #wesnoth-dev 20170802 03:20:31< mattsc> celticminstrel: btw, I compiled master using Xcode for the first time in ~6 weeks today and it worked on the first attempt. So the PR from … xxx … worked. 20170802 03:22:21< celticminstrel> Yay. 20170802 03:28:08-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 03:30:33-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has joined #wesnoth-dev 20170802 03:30:46-!- travis-ci [~travis-ci@ec2-54-198-232-235.compute-1.amazonaws.com] has joined #wesnoth-dev 20170802 03:30:47< travis-ci> wesnoth/wesnoth#14608 (fix_1855 - 44b8df0 : Celtic Minstrel): The build is still failing. 20170802 03:30:47< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/260032404 20170802 03:30:47-!- travis-ci [~travis-ci@ec2-54-198-232-235.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170802 03:34:21-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170802 03:42:40-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has quit [Remote host closed the connection] 20170802 05:09:41-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170802 05:31:59-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 05:41:37-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170802 05:41:44-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170802 06:27:52-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20170802 06:56:48< JyrkiVesterinen> celticminstrel, gfgtdf: I can test #1865 in the evening. 20170802 07:18:20-!- irker953 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170802 07:46:22-!- Duthlet [~Duthlet@dslb-188-106-144-202.188.106.pools.vodafone-ip.de] has joined #wesnoth-dev 20170802 07:52:13-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170802 07:52:19-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170802 08:12:13-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170802 08:54:28-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has joined #wesnoth-dev 20170802 08:57:05-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 09:06:45-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: .] 20170802 10:13:39-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:88:8b30:e890:9fff] has quit [Remote host closed the connection] 20170802 10:15:55-!- Greg-Bog_ [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 10:24:11-!- Greg-Bog_ [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 10:29:08-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20170802 11:24:43-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 11:26:14-!- gfgtdf [~chatzilla@x4e32b193.dyn.telefonica.de] has joined #wesnoth-dev 20170802 11:29:19-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Ping timeout: 246 seconds] 20170802 11:47:32-!- Bonobo [~Bonobo@14-203-55-103.tpgi.com.au] has quit [Ping timeout: 260 seconds] 20170802 11:50:11-!- Duthlet [~Duthlet@dslb-188-106-144-202.188.106.pools.vodafone-ip.de] has quit [Read error: Connection reset by peer] 20170802 12:16:44-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has joined #wesnoth-dev 20170802 12:17:59-!- clavi [~clavi@v22017034422546657.goodsrv.de] has quit [Quit: ZNC - http://znc.in] 20170802 12:21:01-!- clavi [~clavi@v22017034422546657.goodsrv.de] has joined #wesnoth-dev 20170802 12:29:48-!- clavi [~clavi@v22017034422546657.goodsrv.de] has quit [Quit: ZNC - http://znc.in] 20170802 12:31:13-!- clavi [~clavi@v22017034422546657.goodsrv.de] has joined #wesnoth-dev 20170802 12:51:57-!- flowerhack__ [uid6775@gateway/web/irccloud.com/x-hnwohferenvevgcf] has quit [Quit: Connection closed for inactivity] 20170802 12:53:24< gfgtdf> 20170802 03:09:46< mattsc> gfgtdf [for when you’re back]: in approx. 1.11.16 I stated the opinion the LoW should be removed from mainline for exactly that reason 20170802 12:53:38< gfgtdf> mattsc: i assume you only talk about the mp version here? 20170802 12:54:35< gfgtdf> mattsc: I do think though it'd be very nice to have a mp campauign shipped with wesnoth, so unless we have an alternative i probably won't support that. 20170802 13:11:16< mattsc> gfgtdf: agreed; I did not mean that as a suggestion for the current situation 20170802 13:12:47< gfgtdf> vultraz_iOS: see my latest comment in https://github.com/wesnoth/wesnoth/issues/1622 20170802 13:14:28< vultraz_iOS> I see 20170802 13:15:00< vultraz_iOS> ( ftr it doesn't use pop back anymore) 20170802 13:15:12< vultraz_iOS> If that's the problem then please add a catch somewhere 20170802 13:15:33< gfgtdf> vultraz_iOS: ye i know but it doesn't change this point. 20170802 13:15:47< JyrkiVesterinen> This would call for finally, not catch. 20170802 13:17:00< vultraz_iOS> For what? 20170802 13:17:17< JyrkiVesterinen> Removing the window from the stack. 20170802 13:17:25< vultraz_iOS> No, what do you mean finally 20170802 13:17:31< JyrkiVesterinen> You want that to happen regardless of whether an exception is thrown or not. 20170802 13:17:53< vultraz_iOS> Right 20170802 13:17:59< gfgtdf> c+ doent support finally keyword afaik, you ahev to use dtors 20170802 13:18:04< vultraz_iOS> How does one do that? 20170802 13:18:46< JyrkiVesterinen> Oh, right. I didn't know that C++ doesn't support finally. Sorry. 20170802 13:19:26< gfgtdf> vultraz_iOS: have a small class that add its to the open_window_stack i the ctor and removed it in the dtor, just as for example events::event_contexts does it 20170802 13:19:48< vultraz_iOS> JyrkiVesterinen: VS supports it 20170802 13:20:15< vultraz_iOS> gfgtdf: so a RAII helper? 20170802 13:20:19< gfgtdf> ye 20170802 13:20:47< JyrkiVesterinen> BTW, BOOST_SCOPE_EXIT is a light-weight alternative for a custom class. 20170802 13:20:48< JyrkiVesterinen> http://www.boost.org/doc/libs/1_44_0/libs/scope_exit/doc/html/scope_exit/tutorial.html 20170802 13:23:03< zookeeper> gfgtdf, mattsc, the problem is generally, campaigns originally designed to be singleplayer can really be converted into multiplayer campaigns except in a very hamfisted fashion. if there are any good UMC multiplayer campaigns, then it'd be wiser to try to adapt one of them for mainline. 20170802 13:23:07< zookeeper> +that 20170802 13:23:18< zookeeper> s/can/can't 20170802 13:23:27 * zookeeper needs to pay more attention 20170802 13:28:59< vultraz_iOS> i only know of one 20170802 13:29:01< mattsc> zookeeper: yeah (and just for the record, I did not mean to start an argument, I was mostly just curious what the current situation is since I had not paid attention in a long time) 20170802 13:29:03< vultraz_iOS> or mybe two 20170802 13:29:44< vultraz_iOS> or we write one from scratch 20170802 13:31:13< zookeeper> the problem with many mainline campaigns is that the point at which you could logically have another human-controlled side only occur way too late in the campaign. another player could play li'sar in HttT, but... that's over halfway through the campaign. 20170802 13:33:50< zookeeper> vultraz_iOS, sure. i can come up with the concept, scenario layout and WML if someone else will do the actual writing, map design, playtesting... :p 20170802 13:35:00< vultraz_iOS> but would you come up with a good concept 20170802 13:35:54< zookeeper> no, i was planning on a really bad one 20170802 13:41:59< vultraz_iOS> what would this concept be 20170802 13:42:13< vultraz_iOS> obv it should be a story with multple MCs 20170802 13:42:14< vultraz_iOS> multiple 20170802 13:43:00-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170802 13:46:15< vultraz_iOS> and it needs to be a deep story 20170802 13:46:17< vultraz_iOS> with depth 20170802 13:48:17< DeFender1031> hmm 20170802 13:48:38< vultraz_iOS> it shouldn't be generic 20170802 13:48:44< vultraz_iOS> it should establish lore 20170802 13:48:55< vultraz_iOS> have compelling characters 20170802 13:49:06< DeFender1031> It should do fancy things like not always start both sides near each other. 20170802 13:49:59< DeFender1031> Like, have a scenario where you have a large army guarding a river between the two player sides and you need to get player A across the river to player B's stronghold. 20170802 13:50:17< DeFender1031> or scenarios where their goals are separate entirely. 20170802 13:50:46< DeFender1031> A split-map scenario where there's no way for them to meet, and two separate stories are happening at once... 20170802 13:52:24< DeFender1031> (e.g. Left half of the map represents elensefar, right half is some cave in the heart mountains) 20170802 13:53:05< DeFender1031> The idea being that the story splits the players up at some point and they're each doing different things, but still playing simultaneously. 20170802 13:53:48< DeFender1031> It'd be the same as having two separate scenarios in which only one of them was playing, but this way one doesn't sit and do nothing for quite as long. 20170802 13:54:41< DeFender1031> Like in some of the SP campaigns where you have to send two parties to different places and there are some scenarios that follow one party and some that follow the other... but this one happens AT THE SAME TIME! 20170802 13:54:46< vultraz_iOS> possible 20170802 13:56:10< DeFender1031> It wouldn't be hard to do. I'd imagine that when one of players' objectives was completed, it'd store and remove all the units from their half of the map, and then return them there when the other one completes. 20170802 13:56:21< gfgtdf> you can also make the playe contorl sidderent chracters, i mean when for exampel in one scneairo you want then to be seperated, you can still maybe add anothe ally to that other ohther player will then play that allway thmporarily. 20170802 13:56:26< gfgtdf> different* 20170802 13:56:39< gfgtdf> ally* 20170802 13:56:52< DeFender1031> gfgtdf, that's also a possibility, but not quite as satisfying IMO. 20170802 13:57:33< DeFender1031> though, doing what I said for several scenarios running could get frustrating. 20170802 13:59:00< DeFender1031> I could imagine it doing your thing for a bunch of scenarios, but then have one scenario where both players need to get to a specific place at the same time to make something happen... something like "the incantation must be invoked at both temples exactly at sunrise on the solstice for this to work" 20170802 13:59:29< DeFender1031> something where there's actually some REASON for the things to be happening simultaneously. 20170802 14:00:02< gfgtdf> ye 20170802 14:00:26< gfgtdf> for the wml part writing a 1.13 mp campaign should be quite easy: do the same as in sp but: 1) add type=mp in [campaign], 2) have 2 human sides in each sccenario, 3) be extra careful for OOS erros. 20170802 14:05:10< DeFender1031> Is there any reason to not make a co-op campaign available in SP as well? 20170802 14:05:31< DeFender1031> ooh! 20170802 14:05:34< DeFender1031> I have a reason 20170802 14:05:42< DeFender1031> what if it's NOT entirely co-op? 20170802 14:06:04< DeFender1031> what if there's a point where there's something that causes you to turn against each other, either temporarily or permanently? 20170802 14:06:11< DeFender1031> >:) 20170802 14:06:14-!- Coffee_irc [~david@14-203-55-103.tpgi.com.au] has quit [Quit: Konversation terminated!] 20170802 14:06:33< gfgtdf> DeFender1031: actuall this happen in LoW at the end, although it somehow inpleplete since the story assumes kalenz wins 20170802 14:06:38< gfgtdf> incomplate 20170802 14:06:56< gfgtdf> meaning the campaign onyl goes on if kalenz wins. 20170802 14:06:57< DeFender1031> well, yes, but that doesn't really count. 20170802 14:07:31< DeFender1031> In general, I'm thinking about how to effectively make a vs. campaign, and it'd be somewhat hard. 20170802 14:08:12< DeFender1031> If you have two sides against each other and it goes on no matter whcih side wins, then the story needs to change based on whatever each side had riding on each battle. 20170802 14:08:29< DeFender1031> so you'd end up having to make a binary tree of scenarios rather than a linked list of them. 20170802 14:08:44< DeFender1031> which means stories for each possible contingency. 20170802 14:09:05< DeFender1031> which complicates the lore and makes it hard to have a cohesive story. 20170802 14:09:27< DeFender1031> on the other hand, it does mean high replay value... "okay, let's do it again, but I'll let you win this time so we can see what happens." 20170802 14:09:39< JyrkiVesterinen> And significantly increases the amount of necessary content, unless it happens very close to the end. 20170802 14:09:47< DeFender1031> JyrkiVesterinen, indeed. 20170802 14:10:06< DeFender1031> Though, with my "nearly co-op" idea, it'd by necessity happen near the end... so there's that. 20170802 14:11:36< DeFender1031> but I would ideally eventually like to see a proper co-op MP/SP campaign, a co-op with a twist MP campaign, and a proper vs. campaign. 20170802 14:12:02< DeFender1031> I kind of think of mainline as a showcase of the kinds of game mechanics the engine is capable of. 20170802 14:12:42< DeFender1031> And indeed, all the mainline SP campaigns have a few unique mechanics here and there that make you go "oh wow, that's neat!" 20170802 14:13:00< DeFender1031> So it'd be cool if there was enough selection in MP to showcase what that can do as well. 20170802 14:14:39< DeFender1031> Oh, another interesting mechanic that could be put into MP is that at whatever point the players split up, there can be a "saying their goodbyes" scenario which is just "right click your units and select 'change side' to send them with the other party and then click 'end turn' to end the scenario." 20170802 14:19:54-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: Going home] 20170802 14:56:24< zookeeper> i don't think PvP campaigns would really work, unless you can come up with an exceptionally clever scenario tree 20170802 14:58:21< zookeeper> if it's a 2p vs campaign, and you have two possible outcomes for each scenario, then i'd imagine you can realistically only make it about 3 scenarios long/deep. 20170802 15:00:35< zookeeper> also, how do you determine who actually wins the campaign? if player 1 wins the first two scenarios, and player 2 wins the third, what does that mean? if player 1 wins because they got 2/3 then the third scenario is redundant, whereas if player 2 wins because they won the last scenario, the outcome of the first two scenarios is made pointless. 20170802 15:01:34< zookeeper> i suppose the scenario tree would be such that you need, for example, two successive wins to win the campaign. if player 1 wins the first two scenarios, then they win the campaign. if the "score" is 1-1 after the second scenario, then you get to have a third. 20170802 15:02:59-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 15:04:22< zookeeper> also, one possibility that i'm not entirely sure about would be to only pit the players against each other in the final scenario. the reason i'm unsure about it is that it'd mean fighting against your ally for all the preceding scenarios, except without being able to actually attack them. 20170802 15:06:05< zookeeper> take their villages? good idea. block their units? yes, you should. do anything you can to indirectly cause problems for them? absolutely. but would that actually be fun? maybe, if the campaign is really designed around that. 20170802 15:12:28< zookeeper> my point is simply that if the players know that they'll fight against each other later, and that the setup of that scenario (gold, units) in any way depends on the previous scenarios, then they're effectively already indirectly fighting during those previous scenarios instead of truly co-opting. 20170802 15:20:13< gfgtdf> JyrkiVesterinen: BOOST_SCOPE_EXIT looks like a pre c++11 things to me, in fact i think it'D be easiert hav a dummy class that takes a function and calls in in its detor.. 20170802 15:21:51-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 15:31:13< gfgtdf> hmm after thinking about it you probably donT want that becasue you'd need std::function instead of labda+template which is usually slower. 20170802 15:31:28< gfgtdf> hm ye maybe using boost mcros is the best 20170802 15:34:43< zookeeper> DeFender1031, also, a major problem with a vs campaign is that it needs to be balanced. and i don't think you can properly balance a tree of asymmetric scenarios like that; normal symmetric multiplayer maps are already really difficult to balance, after all. 20170802 15:36:29< DeFender1031> i didn't say it'd be easy... 20170802 15:37:10< zookeeper> sure, but "not easy" is an understatement :p 20170802 15:37:36< DeFender1031> and you make a good point on the whole turning on each other thing, though it's theoretically possible to make early scenarios unbeatable unless you work together. 20170802 15:38:27< DeFender1031> vs. might work better if it were a 4p campaigns with continually shifting alliances... 20170802 15:38:50< DeFender1031> Anyway, I was mostly just throwing out ideas up there. 20170802 15:39:09< zookeeper> right. winning team's sides get paired up with the losing team's sides in the next scenario, or something like that. 20170802 15:39:15< DeFender1031> Good MP stuff is probably really hard to do in practice. 20170802 15:41:12< zookeeper> co-op is doable, even if still more tricky and singleplayer, but it's the vs idea that i think tends to have too many problems. 20170802 15:41:19< zookeeper> s/and/than 20170802 15:47:40< zookeeper> so, i think that if one wants the highest likelihood of actually producing a fun MP campaign, co-op is the way to go :> 20170802 15:49:26-!- Kwandulin2 [~Kwandulin@p200300760F5F2D697040B53DC594134A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 15:52:37-!- Kwandulin [~Kwandulin@p200300760F5F2D72B5D47186E5AA2417.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20170802 16:10:22-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 16:15:48-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 16:16:48< DeFender1031> I suppose so... but I still think a vs. campaign would be cool. 20170802 16:17:17< DeFender1031> But then back to my question, if it's going to be co-op, is there any reason not to make it available as a SP campaign as well? 20170802 16:18:00< zookeeper> i can't think of any 20170802 16:19:49< zookeeper> if there's no particular rivalry or competition between the players/sides, then a co-op campaign translates into singleplayer by just giving control of the sides to the player, or merging them into a single side. 20170802 16:20:10< DeFender1031> indeed. 20170802 16:23:11-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 16:23:44< zookeeper> oh, huh, hmm. could a vs campaign with 3 players be made to somewhat sort of balance itself (assuming rational players, that is)? 20170802 16:24:39-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 16:25:15< zookeeper> i mean, normally in a 3p FFA if one side is considerably weakened, then it's not (necessarily) in the interests of either of the other players to actually kill them, but to try to incentivize them into being a thorn in the other player's side 20170802 16:26:10< zookeeper> so i'm wondering if the inherent balancing difficulty could be mitigated by having 3 players instead of 2 20170802 16:29:00< zookeeper> but then again, usually everyone disagrees with me about 3p FFA being awesome. i think it's a great fun auto-balancing thing, but mostly everyone else seems to think no more of it than "it's not fair for the player who gets ganged up on, so not good". 20170802 16:30:02-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 16:31:50-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has joined #wesnoth-dev 20170802 16:33:20-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 16:35:37-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has joined #wesnoth-dev 20170802 16:39:11< gfgtdf> DeFender1031: well sp oviosuly offers more options since you can move the units in a free order so id probably needs to be balanced differently 20170802 16:39:20< gfgtdf> DeFender1031: it'd* 20170802 16:39:58< zookeeper> only if the sides were merged into one side in the SP version 20170802 16:40:20< gfgtdf> DeFender1031: hmm yes i though you were assuming that 20170802 16:41:08< gfgtdf> DeFender1031: other than that, even a mp-only campaign can always be starrted using the 'local mp' option by one person. 20170802 16:41:53< DeFender1031> fair. 20170802 16:42:27< DeFender1031> Though if it's going to contain lore and such, it'd make sense to show up in the campaigns dialog. 20170802 16:42:29-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 16:44:46-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has joined #wesnoth-dev 20170802 16:54:47-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 16:57:52-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 17:04:17-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170802 17:05:42< JyrkiVesterinen> gfgtdf: I linked earlier to an older version of BOOST_SCOPE_EXIT documentation. 20170802 17:06:09< JyrkiVesterinen> I checked: a newer version of Boost introduced BOOST_SCOPE_EXIT_ALL which is more modern and based on lambdas. 20170802 17:06:34< JyrkiVesterinen> Not sure if we can depend on that new version of Boost, though. (I didn't check which version added it.) 20170802 17:06:35< JyrkiVesterinen> http://www.boost.org/doc/libs/1_64_0/libs/scope_exit/doc/html/scope_exit/tutorial.html#scope_exit.tutorial.capturing_all_variables__c__11_only_ 20170802 17:10:10-!- irker001 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170802 17:10:10< irker001> wesnoth: Celtic Minstrel wesnoth:fix_1855 98fde39dba1d / src/hotkey/command_executor.cpp: Use UTF8 length to decide if a TEXTINPUT is a hotkey (should fix #1855) https://github.com/wesnoth/wesnoth/commit/98fde39dba1d530ea114485f81a97409260435e4 20170802 17:10:11< irker001> wesnoth: Jyrki Vesterinen wesnoth:fix_1855 4a7f5b78b6f9 / src/hotkey/command_executor.cpp: Fix #include path for serialization/unicode.hpp https://github.com/wesnoth/wesnoth/commit/4a7f5b78b6f92b7ea6b4274121c25c91782fc141 20170802 17:10:54< irker001> wesnoth: Celtic Minstrel wesnoth:master 047120e2fa45 / src/hotkey/command_executor.cpp: Use UTF8 length to decide if a TEXTINPUT is a hotkey (should fix #1855) https://github.com/wesnoth/wesnoth/commit/047120e2fa45cdb589c2aedaa4a20048c6f46605 20170802 17:10:56< irker001> wesnoth: Jyrki Vesterinen wesnoth:master 8e5a73270ac4 / src/hotkey/command_executor.cpp: Fix #include path for serialization/unicode.hpp https://github.com/wesnoth/wesnoth/commit/8e5a73270ac4098977882970eaaf3799803b6158 20170802 17:17:03-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 17:19:35-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 17:21:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170802 17:26:05-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170802 17:28:24-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 17:29:57-!- travis-ci [~travis-ci@ec2-54-221-76-249.compute-1.amazonaws.com] has joined #wesnoth-dev 20170802 17:29:58< travis-ci> wesnoth/wesnoth#14610 (fix_1855 - 4a7f5b7 : Jyrki Vesterinen): The build has errored. 20170802 17:29:58< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/260290545 20170802 17:29:58-!- travis-ci [~travis-ci@ec2-54-221-76-249.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170802 17:32:37-!- Greg-Boggs [~greg_bogg@73.96.181.202] has joined #wesnoth-dev 20170802 17:37:51< irker001> wesnoth: gfgtdf wesnoth:master 8abb21e70747 / src/ (4 files in 3 dirs): reformat side_drop network message. https://github.com/wesnoth/wesnoth/commit/8abb21e7074765842f37186cc9086e3b8abd177b 20170802 17:37:53< irker001> wesnoth: gfgtdf wesnoth:master 34d13addadb2 / src/ (gui/widgets/minimap.cpp minimap.cpp minimap.hpp): fix minimap in gui2 https://github.com/wesnoth/wesnoth/commit/34d13addadb25595b1be6b6fe4d092fdbdfbd557 20170802 17:41:54-!- Greg-Boggs [~greg_bogg@73.96.181.202] has quit [Remote host closed the connection] 20170802 17:42:38< gfgtdf> JyrkiVesterinen: #1876 sefault in attack prediction code, is this a dublicate ? 20170802 17:42:46-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has joined #wesnoth-dev 20170802 17:43:48< JyrkiVesterinen> I can't tell from the call stack alone (because of function inlining). 20170802 17:44:06< JyrkiVesterinen> I need to download the save game and attempt to reproduce the crash myself. 20170802 17:45:49-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170802 17:51:25-!- horrowind [~Thunderbi@p5B0D9A0A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 17:52:26-!- horrowind [~Thunderbi@p5B0D9A0A.dip0.t-ipconnect.de] has quit [Client Quit] 20170802 18:07:43-!- TC01 [~quassel@venus.arosser.com] has quit [Ping timeout: 240 seconds] 20170802 18:09:12-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20170802 18:34:49-!- TC02 [~quassel@london.acm.jhu.edu] has quit [Ping timeout: 258 seconds] 20170802 18:39:09-!- TC02 [~quassel@london.acm.jhu.edu] has joined #wesnoth-dev 20170802 18:42:50-!- Greg-Boggs [~greg_bogg@c-73-96-181-202.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170802 18:43:32-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 18:43:35-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 18:46:38-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 18:57:22-!- TC02 [~quassel@london.acm.jhu.edu] has quit [Ping timeout: 264 seconds] 20170802 19:03:48-!- gfgtdf_ [~chatzilla@x4e32b193.dyn.telefonica.de] has joined #wesnoth-dev 20170802 19:05:37-!- gfgtdf [~chatzilla@x4e32b193.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20170802 19:05:43-!- gfgtdf_ is now known as gfgtdf 20170802 19:09:20-!- TC02 [~quassel@london.acm.jhu.edu] has joined #wesnoth-dev 20170802 19:11:21-!- travis-ci [~travis-ci@ec2-54-198-232-235.compute-1.amazonaws.com] has joined #wesnoth-dev 20170802 19:11:22< travis-ci> gfgtdf/wesnoth#915 (master - 34d13ad : gfgtdf): The build has errored. 20170802 19:11:22< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/260299903 20170802 19:11:22-!- travis-ci [~travis-ci@ec2-54-198-232-235.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170802 19:14:52-!- buddh [5cd99ad4@gateway/web/freenode/ip.92.217.154.212] has joined #wesnoth-dev 20170802 19:16:04< buddh> hi 20170802 19:16:08< buddh> if I want to know if someone got banned is this the right channel?`I usually do not do this 20170802 19:16:08< buddh> so I dont know 20170802 19:17:10-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 19:17:15< shadowm> There's no right channel. Forum ban appeals should be sent to the email address displayed to the person who was banned. MP ban appeals: https://wiki.wesnoth.org/MP_CodeOfConduct#Sanctions 20170802 19:17:54< buddh> oh its not forum it is ingame, is it the same? 20170802 19:18:04< buddh> I am just a player 20170802 19:18:13< shadowm> I just posted the link with information about MP bans. 20170802 19:19:23< buddh> thx I am playing aside 20170802 19:19:30< buddh> I opened the link 20170802 19:20:08< buddh> I am here to know if he got banned, can I find it out someway? You know he is a friend 20170802 19:20:18< buddh> and if you ban him you cut our line so I must know if he got banned 20170802 19:21:02< shadowm> I am sorry but we cannot discuss bans with people other than the person who was banned. 20170802 19:22:14< buddh> can I find out if he got banned ? 20170802 19:22:26< buddh> like by sending him pm in the forum ? 20170802 19:22:32< zookeeper> yes, you can ask them 20170802 19:23:39< buddh> if he got banned he might not read them 20170802 19:24:01< zookeeper> he doesn't read his emails or forum PMs if he got banned on the multiplayer server? that doesn't make any sense. 20170802 19:24:09< buddh> ah 20170802 19:24:13< buddh> I thought there was a link 20170802 19:24:17-!- TC02 [~quassel@london.acm.jhu.edu] has quit [Ping timeout: 255 seconds] 20170802 19:24:30< buddh> btw zookeeper man you remember me 20170802 19:25:17< buddh> ? 20170802 19:25:21< zookeeper> yes 20170802 19:25:36< buddh> the guy who was prosecuted by the Italian fascists 20170802 19:25:40< buddh> they received no ban 20170802 19:25:49< buddh> so I wonder what draghen could have done to receive one 20170802 19:25:51< buddh> that is crazy to me 20170802 19:29:29< buddh> show some decency there, this is unbelievable if it is true 20170802 19:32:54< shadowm> buddh: I'm going to have to repeat myself. This is not a subject we can discuss here or with people other than the person who was banned. 20170802 19:33:26< buddh> shadowm and I am going to insist on not talking down on me bro 20170802 19:33:41< buddh> youre making error over error, when does it stop? You want to tear isar down? 20170802 19:33:44< shadowm> Very well then. 20170802 19:33:49-!- mode/#wesnoth-dev [+o shadowm] by ChanServ 20170802 19:33:53-!- mode/#wesnoth-dev [+b *!*@*92.217.154.212] by shadowm 20170802 19:33:54-!- buddh was kicked from #wesnoth-dev by shadowm [buddh] 20170802 19:34:34-!- mode/#wesnoth-dev [-o shadowm] by shadowm 20170802 19:35:53-!- TC02 [~quassel@london.acm.jhu.edu] has joined #wesnoth-dev 20170802 19:36:16-!- travis-ci [~travis-ci@ec2-54-157-33-165.compute-1.amazonaws.com] has joined #wesnoth-dev 20170802 19:36:17< travis-ci> wesnoth/wesnoth#14613 (master - 34d13ad : gfgtdf): The build passed. 20170802 19:36:17< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/260300091 20170802 19:36:17-!- travis-ci [~travis-ci@ec2-54-157-33-165.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170802 19:51:50-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 19:58:21-!- gfgtdf [~chatzilla@x4e32b193.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 54.0.1/20170628075643]] 20170802 20:03:38-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has quit [Quit: .] 20170802 20:07:40-!- Kwandulin2 [~Kwandulin@p200300760F5F2D697040B53DC594134A.dip0.t-ipconnect.de] has quit [Ping timeout: 246 seconds] 20170802 20:16:29-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170802 20:33:32-!- Ivanovic_ [~ivanovic@p4FC53541.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170802 20:35:10-!- Ivanovic_ [~ivanovic@p4FC53541.dip0.t-ipconnect.de] has quit [Changing host] 20170802 20:35:10-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20170802 20:35:13-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 248 seconds] 20170802 20:35:38-!- Ivanovic_ is now known as Ivanovic 20170802 20:38:13-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 20:43:44-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 260 seconds] 20170802 20:45:27-!- irker001 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170802 20:50:37-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170802 20:54:48-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 20:55:57-!- https_GK1wmSU [~d33p-b00k@91.221.67.85] has joined #wesnoth-dev 20170802 20:58:29-!- https_GK1wmSU [~d33p-b00k@91.221.67.85] has left #wesnoth-dev [] 20170802 20:58:44-!- TC01 [~quassel@venus.arosser.com] has joined #wesnoth-dev 20170802 21:19:33-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 21:20:13-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 21:25:25-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Ping timeout: 276 seconds] 20170802 21:38:29-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has joined #wesnoth-dev 20170802 21:53:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170802 21:53:48-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170802 22:04:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 240 seconds] 20170802 22:05:02-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170802 22:20:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170802 22:20:56-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170802 22:24:13-!- Bonobo [~Bonobo@14-203-55-103.tpgi.com.au] has joined #wesnoth-dev 20170802 22:38:21-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20170802 22:39:44-!- https_GK1wmSU [~deep-book@119.81.230.146] has joined #wesnoth-dev 20170802 22:40:26-!- https_GK1wmSU [~deep-book@119.81.230.146] has left #wesnoth-dev [] 20170802 22:41:58-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170802 22:49:07-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170802 23:39:23-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:7c51:e1cc:30f6:f602] has quit [Remote host closed the connection] 20170802 23:42:07-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20170802 23:52:48-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev --- Log closed Thu Aug 03 00:00:04 2017