--- Log opened Sat Sep 23 00:00:06 2017 20170923 00:08:57< celticminstrel> ...what's going on with the release? Why is there no post-release version bump? 20170923 00:09:13< celticminstrel> Or wait, there's an extra pre-release bump? 20170923 00:09:45< celticminstrel> Anyway, why is there no post-release for 1.13.10? 20170923 00:10:51< celticminstrel> Also no tag, apparently. 20170923 00:28:20< EliDupree> celticminstrel: By the way, I see you're the last person who edited the lua AI example. Maybe you can help me with my lua AI woes? 20170923 00:28:52< celticminstrel> Maybe? 20170923 00:30:04< EliDupree> I tried to copy the way data/ai/scenarios/scenario-lua_ai.cfg does it, but my AI's evaluation function isn't even called until after another AI (the default AI?) has already made all the moves for my AI side 20170923 00:30:22< EliDupree> Here's my code: https://github.com/elidupree/wesnoth-ai/blob/master/_main.cfg (Not using the era at the top, just using the [multiplayer]) 20170923 00:32:48< EliDupree> I confirmed using debug messages that evaluation() actually IS being called at the end of the turn, it's just that some other AI moves all my units first. 20170923 00:35:45< EliDupree> I had a lua AI working back in 1.12 using the [stage] engine=lua mechanism, but that doesn't work in 1.13 either (it has the same problem) 20170923 00:37:52< celticminstrel> Hmm. I think that should work... 20170923 00:38:16< celticminstrel> I guess the default RCA AI is being stuffed in for some reason. 20170923 00:39:25< gfgtdf> might be the same thign as #1955 20170923 00:39:27< celticminstrel> Oh right, it's multiplayer, so that's probably exactly what's happening. 20170923 00:39:38< EliDupree> What's that? 20170923 00:39:42< celticminstrel> In multiplayer the chosen AI algorithm is added to the AI config. 20170923 00:40:59< EliDupree> Is there a workaround? 20170923 00:42:04< gfgtdf> i still think it's the sme as #1955, EliDupree: coudl you please test whetrh it still happen in sp [scenario] ? 20170923 00:42:33< EliDupree> I guess I could make this a single player scenario for now, I'll just need to figure out .. tryingn that now 20170923 00:43:33< EliDupree> Is there a way to start a specific single player scenario from the command line, or will I have to wrap it in a campaign as well? 20170923 00:45:10< gfgtdf> i don't think so, you robably have to wrap it in campaign 20170923 00:45:19< gfgtdf> you coudl use [test] though. 20170923 00:51:49< EliDupree> I tried to make it a test, but ran into a weird problem. It says " 20170923 00:51:49< EliDupree> Overriding data directory with 20170923 00:51:49< EliDupree> Could not find directory '' 20170923 00:51:49< EliDupree> directory not found 20170923 00:52:12< EliDupree> And fails to start wesnoth. When I tried to specify --data-dir explicitly, it told me I had specified it twice 20170923 00:53:49< gfgtdf> EliDupree: try not puttng space after -t 20170923 00:54:07< gfgtdf> wesnoth.exe -tmytestscenario 20170923 00:54:10< EliDupree> huh 20170923 00:54:11< EliDupree> that worked 20170923 00:54:16< EliDupree> wait no 20170923 00:54:35< EliDupree> Oh yeah, I have to remove the #ifdef MULTIPLAYER 20170923 00:56:06< EliDupree> Okay, my code was more dependent on being run in multiplayer than I remembered 20170923 01:00:49< celticminstrel> I'm not sure if there's a workaround. IIRC this sort of situation is why I recommended adding an allow_ai_override key to [multiplayer]. 20170923 01:02:11< celticminstrel> I think someone should really remove that "first positional argument is the data-dir directory" misfeature. 20170923 01:02:12< EliDupree> Yeah, it will be quite impractical for me to test this, and even if it worked in single player, I would have to re-factor a lot of my code 20170923 01:02:26< celticminstrel> I'm surprised it would be so dependent on testing... 20170923 01:03:06< celticminstrel> If you just need to verify that it works in multiplayer, try running with --debug. IIRC that will allow you to select the Idle AI for the side at the MP staging screen. 20170923 01:03:08< EliDupree> ...And maybe you can also make your arguments consistent about whether they have a space in them – or at least document which ones are which? 20170923 01:03:44< celticminstrel> AFAIK the idle AI just does nothing, not even marking the units as moved, so it would run, do nothing, and then run your custom stage, I think. 20170923 01:03:52< EliDupree> I'm already running with -d. All it does is means debug mode is enabled during the game 20170923 01:04:02< celticminstrel> It means a bit more than that actually. 20170923 01:04:09< EliDupree> oh? 20170923 01:04:26< celticminstrel> If you run with --debug there can be are additional AIs offered (though most of those may have been removed). 20170923 01:04:50< EliDupree> "Can be" under what circumstances? 20170923 01:05:21< celticminstrel> There were a bunch of extra experimental not-really-working ones listed there awhile back (for example, if you try it on 1.13.4 or .3 or so). 20170923 01:05:31< celticminstrel> I thought there were still one or two extras though. 20170923 01:05:33< EliDupree> Listed where? 20170923 01:05:57< celticminstrel> You know how when you mark a side as a computer player, you can then select an AI algorithm from a new dropdown just below that? 20170923 01:06:13< EliDupree> Yes, I can do that on the configuration screen that doesn't show up when I run with -m 20170923 01:06:43< celticminstrel> Oh, you're running from the command-line... there's probably a way to specify the AI algorithm there, too, though... 20170923 01:07:02< EliDupree> --algorithm 20170923 01:07:03< celticminstrel> Anyway, currently running with --debug means there are an additional four options there, if I understand correctly. 20170923 01:07:28< celticminstrel> Does --algorithm=idle_ai work? 20170923 01:07:30< EliDupree> So, all I need to know is the actual name of the idle AI for the purposes of--algorithm 20170923 01:07:33< EliDupree> trying 20170923 01:08:05< celticminstrel> "--algorithm" makes it sound like it's the value of the algorithm key. 20170923 01:08:38< EliDupree> It worked! Thank you 20170923 01:08:44< celticminstrel> \o/ 20170923 01:08:59< celticminstrel> Unfortunately it won't work for a real player, but at least it'll let you test things, I guess. 20170923 01:09:20< EliDupree> Yeah, this is going to remain experimental for a while, so I don't need a real solution yet 20170923 01:09:39< EliDupree> Now all I have to do is get MY part of this broken code to work correctly :-P 20170923 01:09:42< celticminstrel> Huh, apparently there isn't an issue for the allow_ai_override thing. 20170923 01:11:04< EliDupree> Looks like it's exclusively trying to move the other side's units. 20170923 01:11:58< celticminstrel> XD What 20170923 01:13:15< EliDupree> I think the issue was 0-based vs 1-based indexing 20170923 01:14:37< EliDupree> My AI was side 2, which was decreased to side 1 to make it 0-based, and the check whether the units have the same side value is that 20170923 01:14:58< celticminstrel> If you're working in Lua, side 1 is at index 1. 20170923 01:14:59< EliDupree> So I fixed it by also making unit sides 0 based 20170923 01:15:22< celticminstrel> (I guess this problem could exist if you're using WML arrays.) 20170923 01:15:38< celticminstrel> (Though even there you could just start at 1 IIRC.) 20170923 01:15:38< EliDupree> I know! But this isn't actually a Lua AI, it's a kludgy Lua wrapper around a Rust AI. >:) 20170923 01:15:45< celticminstrel> XD What? 20170923 01:17:54< EliDupree> I didn't want to have to mess around with the wesnoth source itself, so in order to write my Rust AI, I have the Lua code dump the game state to stderr, where I then pipe it to a Rust program, and then the Rust program edits a file and the Lua code uses wesnoth.read_file() to receive its instructions. 20170923 01:18:23< celticminstrel> . . . 20170923 01:18:28< EliDupree> Also, now that I fixed the AI trying to move enemy units, it's trying to attack its own units 20170923 01:18:43< celticminstrel> XD 20170923 01:19:25< celticminstrel> I think it's actually totally possible to write a custom AI stage in C++ without touching any of the existing Wesnoth code. 20170923 01:19:49< EliDupree> You'd still have to recompile wesnoth, though, right? 20170923 01:19:53< celticminstrel> Yeah. 20170923 01:20:18< EliDupree> The time spent recompiling might be prohibitive to a quick edit-test cycle 20170923 01:20:19< celticminstrel> But after the first time it would just need to recompile that one file you're working in. 20170923 01:20:51< celticminstrel> I'm not 100% sure how to actually do this. There was a forum thread about it somewhere, which I think is probably not drastically out-of-date. 20170923 01:21:03< celticminstrel> Of course, then you're using C++, not Rust... 20170923 01:21:12< EliDupree> ffi ;-) 20170923 01:21:18< celticminstrel> ? 20170923 01:21:34< EliDupree> Foreign function interface – it's how you call into one language from another 20170923 01:21:51< celticminstrel> Sure. 20170923 01:22:11< celticminstrel> You can't distribute a C++ AI as an addon though, unfortunately. 20170923 01:22:38< celticminstrel> Well, maybe it's actually fortunate, I dunno. Allowing that would be, shall we say, a major security hole. 20170923 01:22:55< EliDupree> I can't really distribute this hack that way, either. 20170923 01:23:05< celticminstrel> Fair enough, I guess. 20170923 01:23:13< celticminstrel> Were you planning to port it to Lua eventually? 20170923 01:23:51< EliDupree> Right now I'm just messing around. I'm basing it on the thing I made a while ago, where I was trying to use Rust code to generate neural networks that would then be used by lua 20170923 01:24:39< EliDupree> It didn't work very well, partly because the rust side had no GUI and so I couldn't tell when it had blatant incorrect behaviors 20170923 01:25:20< EliDupree> But the idea was that I would make a simplified wesnoth engine in rust that run a lot of games fast so that it could train neural networks 20170923 01:25:55< EliDupree> hmm... My code DOES have a is_enemy check 20170923 01:26:28< EliDupree> haha off-by-1 error again 20170923 01:26:44< EliDupree> So it was EXCLUSIVELY trying to attack its own units, never the enemies 20170923 01:27:19< celticminstrel> XD 20170923 01:28:24< EliDupree> Okay, now it works better. It even got lucky and won its first game against the default AI! 20170923 01:28:43< EliDupree> I'm getting occasional invalid moves still 20170923 01:28:48< celticminstrel> Nice. 20170923 01:31:02< EliDupree> fixed the invalid moves. Okay now I'm getting some EMPTY_DEFENDER 20170923 01:32:00< EliDupree> That's kind of weird, because it usually attacks correctly, and I dump the whole game state after every move instead of having the Rust side remember anything in a way that could become inaccurate 20170923 01:36:39< EliDupree> aha 20170923 01:38:10-!- gfgtdf_ [~chatzilla@x4e368891.dyn.telefonica.de] has joined #wesnoth-dev 20170923 01:40:15-!- gfgtdf [~chatzilla@x4e36956c.dyn.telefonica.de] has quit [Ping timeout: 248 seconds] 20170923 01:40:19-!- gfgtdf_ is now known as gfgtdf 20170923 01:41:30< EliDupree> Hooray, naive_ai.rs now makes only legal moves, and wins 3/20 games when the default AI does stupid things 20170923 01:43:47< celticminstrel> Nice! 20170923 02:18:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170923 02:29:02-!- gfgtdf [~chatzilla@x4e368891.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 55.0.3/20170824053622]] 20170923 03:24:06-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170923 03:56:23< vultraz> alright, let me try to fix that bug zookeeper talked about 20170923 03:57:39< celticminstrel> Maybe you can also explain why the release is half-done. 20170923 03:58:24< vultraz> celticminstrel: i tagged 20170923 03:58:41< celticminstrel> Tagged but didn't push the tag, maybe? 20170923 04:00:36< vultraz> then an issue affecting release builds *specifically* was discovered 20170923 04:02:36< celticminstrel> I see... 20170923 04:03:48< vultraz> so the fix was pushed 20170923 04:03:51< vultraz> i bumped to 1.13.10 20170923 04:03:59< vultraz> i did not tag that yet since i wanted additional testing 20170923 04:04:04< celticminstrel> Okay, I see. 20170923 04:04:17< vultraz> but now zookeeper wants me to fix another bug 20170923 04:04:21< vultraz> so i'l going to look into it 20170923 04:45:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170923 04:45:26-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170923 05:02:06< Necrosporus> vultraz, FYI I have tested 1.13.10 and it seems that all major things work 20170923 05:02:18< Necrosporus> Except I didn't try to start every campaign, only four of them 20170923 05:02:28< vultraz> Alright thanks 20170923 05:03:14< Necrosporus> I was able to play an MP game and win and end this game 20170923 05:13:36-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has quit [Ping timeout: 248 seconds] 20170923 05:14:44-!- TheJJ [~rofl@ipbcc36896.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20170923 05:19:32-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 05:22:30-!- mjs-de [~mjs-de@185.22.140.241] has joined #wesnoth-dev 20170923 05:29:56-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170923 05:30:25-!- mjs-de [~mjs-de@185.22.140.241] has quit [Remote host closed the connection] 20170923 05:42:44-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 05:46:01-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 05:54:45< Necrosporus> Is here anybody who runs Wesnoth in the X.org and has 1.13 ready? 20170923 06:25:54-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 06:26:52< Necrosporus> Wesnoth window behaves somewhat weirdly. Not sure if that's openbox specific 20170923 06:28:26< Necrosporus> vultraz, so is there anything you want to test? I didn't find any more blocker bugs yet 20170923 06:28:59< vultraz> No, I’m good 20170923 06:43:32< Necrosporus> src/attack_prediction.cpp:1763: double {anonymous}::calculate_probability_of_debuff(double, bool, double, double, bool, double): Assertion `prob_touched >= 0.0 && prob_touched <= 1.0' failed. 20170923 06:44:15< Necrosporus> Will try to reproduce with gdb and debug version now 20170923 06:46:38< JyrkiVesterinen> If it's reproducible, please send a save file and steps to reproduce to me. 20170923 06:55:36-!- Bhoren [~Bhoren___@2a01:e0a:c:2150:b2de:a734:f830:ea2b] has joined #wesnoth-dev 20170923 07:07:49-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170923 07:09:42< Necrosporus> Local MP game with droided side is not re-droided after loading a save-game. Is it a bug? 20170923 07:14:48< JyrkiVesterinen> I can reproduce the crash Necrosporus reported. Investigating. 20170923 07:14:48< zookeeper> do you think you'll get to over 50 questions today, too? 20170923 07:16:16-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170923 07:18:33< JyrkiVesterinen> Swarm is used in the fight that causes the crash. It's very likely related. 20170923 07:27:49< JyrkiVesterinen> I figured it out. 20170923 07:28:01< JyrkiVesterinen> It occurs if both swarm and slow are involved in the same fight. 20170923 07:28:06< JyrkiVesterinen> Regression from https://github.com/wesnoth/wesnoth/commit/edf750104348841badea50c7d85cd23584d8b1a6 . 20170923 07:28:09< JyrkiVesterinen> Fix incoming. 20170923 07:45:02-!- APic [~apic@apic.name] has quit [Ping timeout: 260 seconds] 20170923 07:46:06-!- irker297 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170923 07:46:06< irker297> wesnoth: Jyrki Vesterinen wesnoth:master ab5019e31332 / src/attack_prediction.cpp: Fix crash when the AI simulates battles with both swarm and slow https://github.com/wesnoth/wesnoth/commit/ab5019e31332fede4c82e08ff4c63f0bbff3ecf9 20170923 07:46:13< JyrkiVesterinen> Necrosporus: ^ 20170923 07:49:02-!- Oebele [~quassel@143.177.58.202] has joined #wesnoth-dev 20170923 07:50:42< Necrosporus> JyrkiVesterinen, a problem with that is that your commit is in the middle of release 20170923 07:50:54< JyrkiVesterinen> Yes, I know. 20170923 07:51:11< Necrosporus> Do you want this to go into .10 tarball? 20170923 07:51:18< JyrkiVesterinen> Of course. 20170923 07:51:38< JyrkiVesterinen> It's bad that you can crash Wesnoth with a scenario. 20170923 07:55:12< vultraz> Necrosporus: please leave the release policy business to me, thank you. 20170923 07:57:30< Necrosporus> OK 20170923 08:07:58< Necrosporus> I can confirm that in this test case crash no longer occurs after JyrkiVesterinen fix 20170923 08:09:21< Necrosporus> So, a WML/lua question. How do you properly check whenever unit had moved in current turn? 20170923 08:10:24-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170923 08:25:56< Necrosporus> JyrkiVesterinen, do you want to test a problem with wesnoth window in X11? 20170923 08:26:40< JyrkiVesterinen> Depends on how severe the problem is. 20170923 08:27:51< Necrosporus> When I click maximize button in window top, the window is maximized, but wesnoth rendering resolution becomes bigger than window size (doesn't take taskbar or window header into account) which makes lower part of window unavailable 20170923 08:28:18< Necrosporus> I do not know if it's GNU/Linux/X11 specific 20170923 08:28:30< Necrosporus> or maybe even specific to my window manager 20170923 08:29:35< JyrkiVesterinen> Might be related to https://github.com/wesnoth/wesnoth/issues/1569 . 20170923 08:29:50< JyrkiVesterinen> Anyway, sounds severe enough. I'll reboot to GNU/Linux and check. 20170923 08:29:54-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has quit [Quit: Rebooting] 20170923 08:32:41< Necrosporus> I do not use KDE though 20170923 08:35:11-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 08:35:49< Necrosporus> Also, in order to reproduce you might have to select a resolution which is bigger than window size in drop-down list in prefs 20170923 08:36:32< Necrosporus> Another related weird thing 20170923 08:37:13< Necrosporus> When I clear profile: rm -rf ~/.local/share/wesnoth/1.13 ~/.config/wesnoth ~/.cache/wesnoth (NOTE this command removes all wesnoth settings and savegames and addons, careful) 20170923 08:37:57< Necrosporus> And then start wesnoth from command line sometimes wesnoth rendering resolution becomes 1024x768 while window is maximized 20170923 08:38:27< Necrosporus> So it's both, part of window is inaccessible and right half of screen is filled with stuff from below wesnoth window 20170923 08:45:11-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 08:51:08< Necrosporus> This visual problem is solved if I demaximaze the window, and then remaximize it 20170923 08:53:30< Necrosporus> Not sure exact condition, but either way window could be put into condition when it looks fine by manipulating it around 20170923 08:57:07< JyrkiVesterinen> I can't reproduce the first problem (Wesnoth attempting to use more space than the window has). 20170923 08:57:21< Necrosporus> What is your screen res? 20170923 08:57:34< Necrosporus> What resolutions do you get in dropdown list? 20170923 08:57:38< JyrkiVesterinen> Dual-screen setup. Left 3840x2160, right 1920x1080. 20170923 09:01:28< Necrosporus> JyrkiVesterinen, what happens when you start wesnoth and your pref file is empty? 20170923 09:01:47< Necrosporus> My problem disappears when pref file gets correct resolution in list of know resolutions 20170923 09:01:58< Necrosporus> It could be made to reappear 20170923 09:02:14< JyrkiVesterinen> I need to reboot, attempting to take a screenshot caused severe problems for KWin. All windows lost their borders. 20170923 09:02:18< JyrkiVesterinen> Be right back. 20170923 09:02:20-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has quit [Quit: .] 20170923 09:03:03-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 09:04:11< Necrosporus> Another related problem, I think it's easier to reproduce: 20170923 09:04:14-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 09:04:31< Necrosporus> 1) set resolution to something small, 800x600 for example from dropdown list in windowed mode 20170923 09:04:40< Necrosporus> Click full screen checkbox 20170923 09:04:59< Necrosporus> 3) game is correctly set to full screen with proper res 20170923 09:05:07< Necrosporus> 4) click checkbox again 20170923 09:05:42< Necrosporus> 5) fullscreen resolution remains selected and you see only small part of wesnoth frame in window which returned to 800x600 state 20170923 09:06:42< Necrosporus> Since dropdown list remains accessible, selecting 800x600 again restores proper state 20170923 09:09:46< Necrosporus> It's probably another instance of same bug 20170923 09:21:52-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 09:22:17< JyrkiVesterinen> 20170923 08:57:34< Necrosporus> What resolutions do you get in dropdown list? 20170923 09:22:23< JyrkiVesterinen> https://vgy.me/vLu5tI 20170923 09:22:48< JyrkiVesterinen> In the right screen it only shows resolutions up to 1920x1080. 20170923 09:24:28< Necrosporus> JyrkiVesterinen, try to reproduce other way. Select 1024x768 and click fullscreen flag two times 20170923 09:25:58< JyrkiVesterinen> Works fine (except that the dropdown shows the full-screen resolution afterwards). 20170923 09:27:22< Necrosporus> I get fullscreen res afterwards and wesnoth rendering res remains fullscreen one 20170923 09:27:34< Necrosporus> Try with 800x600 maybe 20170923 09:28:07< JyrkiVesterinen> Launching Wesnoth with clean profile works fine. I tested it five times. 20170923 09:29:09< Necrosporus> Maybe it is problem with SDL, not wesnoth itself 20170923 09:29:43< Necrosporus> I have not updated SDL before building and it's something around 2.0.4 20170923 09:30:01< JyrkiVesterinen> Also works with 800x600 (except the dropdown showing a wrong res). 20170923 09:30:01< JyrkiVesterinen> I'd guess your window manager. 20170923 09:30:10< JyrkiVesterinen> I use SDL 2.0.5. 20170923 09:30:17< Necrosporus> it is openbox 20170923 09:30:56< Necrosporus> When I do fullscreen stuff and move window, it gets into normal 20170923 09:31:25< Necrosporus> or not 20170923 09:31:33< JyrkiVesterinen> Hmm. Maybe I should install some distro that uses Openbox (in a VM, maybe) and test. 20170923 09:32:04< Necrosporus> You can run openbox in any distro 20170923 09:32:11< Necrosporus> You just need to install it 20170923 09:32:25< JyrkiVesterinen> But I don't know how hard it would be to switch back to KWin afterwards. 20170923 09:32:28< Necrosporus> You do not even need to reboot 20170923 09:32:38< Necrosporus> You can switch for one time 20170923 09:32:43< Necrosporus> openbox --replace or something 20170923 09:32:54< Necrosporus> Then KWin will be killed and openbox launched 20170923 09:33:06< Necrosporus> when you reboot KWin will load by default as usual 20170923 09:33:30< Necrosporus> Or simply when you log out and log in back 20170923 09:33:30< JyrkiVesterinen> I'm just worried that installing Openbox from Debian repositories may make it the default... 20170923 09:33:57< Necrosporus> It would be sad, indeed. But removing it should unmake it default 20170923 09:34:31< Necrosporus> I do not have a debian to test 20170923 09:34:42< Necrosporus> Do you have anything in /etc/X11/xinit/ 20170923 09:35:18< Necrosporus> This folder keeps existing WM/DE init files and switching default is done by moving xinitrc symlink 20170923 09:35:26< JyrkiVesterinen> jyrki@siductionbox:~$ ls /etc/X11/xinit 20170923 09:35:28< JyrkiVesterinen> xinitrc xserverrc 20170923 09:35:41< Necrosporus> Right, try to do ls -l on xinitrc 20170923 09:35:45< Necrosporus> is it a symlink 20170923 09:35:51< JyrkiVesterinen> update-alternatives: using /usr/bin/openbox to provide /usr/bin/x-window-manager (x-window-manager) in auto mode 20170923 09:36:14< JyrkiVesterinen> Looks like I can set the default WM by changing the "x-window-manager" alternative. 20170923 09:36:29-!- mjs-de [~mjs-de@b9168eb0.cgn.dg-w.de] has joined #wesnoth-dev 20170923 09:36:54< Necrosporus> It's the reason why I do not use debian/ubuntu/stuff. Their package managers are too smart 20170923 09:37:34< Necrosporus> My distro is managed by simple simlinks which you set yourself 20170923 09:37:55< Necrosporus> package manager simply installs or removes a group of file without messing with settings 20170923 09:38:38< JyrkiVesterinen> Debian developers have a point that it's unlikely that anyone would want to install Openbox without using it. 20170923 09:39:22< JyrkiVesterinen> Anyway, I'm rebooting in order to start Openbox. 20170923 09:39:24-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has quit [Quit: .] 20170923 09:40:34< Necrosporus> But it's not efficient to reboot whole system for just that 20170923 09:40:46< Necrosporus> it's not even necessary to restart X to change WM 20170923 09:41:14< Necrosporus> Simply killing old one and starting new one works (although messes up taskbar) 20170923 09:41:43-!- APic [apic@apic.name] has joined #wesnoth-dev 20170923 09:42:56< Necrosporus> By the way I have noticed another problem 20170923 09:43:09< Necrosporus> zoom scroll-bar is no longer there 20170923 09:43:14< Necrosporus> I can remember it was 20170923 09:47:55< Necrosporus> There was a small scrollbar next to minimap which allowed to set non-default zoom to anything 20170923 09:48:00< Necrosporus> Now it's not here 20170923 10:03:51-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170923 10:07:03-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 10:07:31< JyrkiVesterinen> OK, I'm on Openbox now. 20170923 10:07:53< JyrkiVesterinen> I still can't reproduce the "select 1024x768, enter fullscreen, exit fullscreen" problem. 20170923 10:08:19< JyrkiVesterinen> Maximizing the window still doesn't make Wesnoth attempt to use too much space, either. 20170923 10:08:43< JyrkiVesterinen> However, I can now manually set the window size to a too high value. I couldn't do it with KWin. 20170923 10:08:57-!- Bhoren [~Bhoren___@2a01:e0a:c:2150:b2de:a734:f830:ea2b] has quit [Ping timeout: 252 seconds] 20170923 10:10:47< JyrkiVesterinen> Launching Wesnoth with a clean profile still works fine. Tested five times, again. 20170923 10:11:40< JyrkiVesterinen> So, the only problems I can reproduce are 1) after returning from fullscreen, resolution dropdown shows a wrong value and 2) on Openbox, it's possible to set the window size to larger than the screen can show. 20170923 10:11:55< JyrkiVesterinen> Neither of them is severe enough to warrant my attention. 20170923 10:15:29< Necrosporus> Right 20170923 10:15:35< Necrosporus> 2) is even good 20170923 10:15:53< Necrosporus> 1) though might be linked with my problem 20170923 10:16:08< Necrosporus> Also do you think upgrading SDL to 2.0.5 could help? 20170923 10:18:16< JyrkiVesterinen> https://hg.libsdl.org/SDL/file/release-2.0.5/WhatsNew.txt 20170923 10:18:29< Necrosporus> There is even 2.0.6 20170923 10:18:42< JyrkiVesterinen> There don't seem to be any fixes related fo window size or fullscreen on GNU/Linux. 20170923 10:20:07< Necrosporus> I will update to 2.0.6 anyway, it's easy enough 20170923 10:20:32-!- Bhoren [~Bhoren___@82.64.3.181] has joined #wesnoth-dev 20170923 10:21:56< JyrkiVesterinen> 20170923 09:43:09< Necrosporus> zoom scroll-bar is no longer there 20170923 10:22:05< JyrkiVesterinen> That's intentional. 20170923 10:22:07< JyrkiVesterinen> https://github.com/wesnoth/wesnoth/commit/c912f7e7e75f3816c5c0781d1a72ff651056e049 20170923 10:23:00< Necrosporus> Then why did I see it just recently, in september... 20170923 10:23:12< Necrosporus> or was it 1.12 20170923 10:30:44-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has quit [Quit: Going offline. I'll return online after a couple of hours.] 20170923 10:30:49< Necrosporus> And now wesnoth binary segfaults 20170923 10:30:53< Necrosporus> Rebuilding 20170923 10:32:28< Necrosporus> Maybe jyrki can't reproduce because he got too big screen 20170923 10:32:44< Necrosporus> In my case changing resolution is also changing interface theme 20170923 10:46:13-!- irker297 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170923 10:52:49-!- vn971 [~vasya@92.243.181.36] has joined #wesnoth-dev 20170923 11:05:55-!- Bhoren [~Bhoren___@82.64.3.181] has quit [Remote host closed the connection] 20170923 11:06:58-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 11:10:39< Necrosporus> vn971, hi 20170923 11:11:09-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 11:19:34< vn971> Necrosporus: hi) 20170923 11:30:58-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170923 11:35:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170923 11:35:53< Necrosporus> Why did Wesnoth have to implement its own GUI tooking when there are already many of them like Qt, Gtk, Tk, Fltk...? 20170923 11:41:58< stikonas> Well, there was actually qt branch in git at some point, I guess it was hard to integrate it nicely... 20170923 11:46:40-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170923 11:52:15-!- mjs-de [~mjs-de@b9168eb0.cgn.dg-w.de] has quit [Remote host closed the connection] 20170923 12:00:02-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 12:13:15< Necrosporus> JyrkiVesterinen, upgrading libsdl2 to 2.0.6 caused segfaults, even after wesnoth was rebuilt 20170923 12:13:44< Necrosporus> Downgrading to 2.0.5 removed second reproduction case, now when windows gets back from full screen it redraws to proper size 20170923 12:14:05< JyrkiVesterinen> Okay. 20170923 12:14:21< JyrkiVesterinen> Segfault with SDL 2.0.6 sounds bad. I'll try to investigate. 20170923 12:14:26-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has quit [Quit: Rebooting] 20170923 12:14:33< Necrosporus> It could be my build 20170923 12:17:00-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 12:17:32-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 12:19:47< Necrosporus> Now full-screen and back thing reproduces again, sdl is 2.0.5 20170923 12:19:50-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Client Quit] 20170923 12:23:17-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 12:30:48-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 12:31:52< Necrosporus> JyrkiVesterinen, with 2.0.6 segfault happened right after start, messages up to Setting mode to ... were displayed and then segfault, wesnoth window flashed briefly on screen 20170923 12:32:24< JyrkiVesterinen> I'm rebuilding now. 20170923 12:32:39< JyrkiVesterinen> SDL 2.0.6 isn't in the repositories, so I built SDL from source. 20170923 12:32:59< JyrkiVesterinen> I'll try to use LD_PRELOAD to get Wesnoth to load 2.0.6 instead of 2.0.5. 20170923 12:33:07< JyrkiVesterinen> (Not really familiar with it.) 20170923 12:33:49< Necrosporus> I can simply give you my binary if you are not afraid of possible viruses. Or I could try to extract binary from package and get it to segfault wesnoth 20170923 12:34:12< JyrkiVesterinen> I'll rather just rebuild Wesnoth myself. 20170923 12:35:16< Necrosporus> You don't need to rebuild wesnoth itself 20170923 12:35:20< Necrosporus> for segfault to occur 20170923 12:35:27< Necrosporus> only libsdl 20170923 12:35:48< JyrkiVesterinen> With newer SDL come newer development headers. 20170923 12:36:14< Necrosporus> But it didn't change anything with segfaults 20170923 12:36:28< Necrosporus> also my rebuild against 2.0.6 was not clean 20170923 12:36:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170923 12:36:38< Necrosporus> I just restarted scons without removing build dir 20170923 12:36:53< Necrosporus> It could be the reason 20170923 12:37:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170923 12:37:05< JyrkiVesterinen> Nevertheless, I want to get as close as possible to the typical situation: a GNU/Linux user builds the game with SDL 2.0.6 headers and launches it with the SDL 2.0.6 binary. 20170923 12:38:16-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 12:39:09< Necrosporus> LD_PRELOAD=libsdl2.0.6.so ./wesnoth-1.13.10 ERROR: ld.so: object 'libsdl2.0.6.so' from LD_PRELOAD cannot be preloaded (cannot open shared object file): ignored. 20170923 12:39:23< Necrosporus> Maybe my lib was simply erroneously built for some reason 20170923 12:42:47< Necrosporus> So the problem seems to be with library itself 20170923 12:43:21< JyrkiVesterinen> I also get the segfault with SDL 2.0.6. 20170923 12:44:15< Necrosporus> So it was not my fault. But it could be bug in 2.0.6 20170923 12:44:35< Necrosporus> I can't get wesnoth to LD_PRELOAD it at all 20170923 12:47:00< JyrkiVesterinen> https://gist.github.com/jyrkive/8550187eb37de756cdc6b8e2fd999f50 20170923 12:47:11< JyrkiVesterinen> Looks like it crashes while trying to set window icon. 20170923 12:47:47< Necrosporus> Same for me 20170923 12:48:00< Necrosporus> Though my traceback was less verbose 20170923 12:48:21< Necrosporus> perhaps because it was release build of sdl while wesnoth itself was debug 20170923 12:48:48< JyrkiVesterinen> (gdb) p *surface 20170923 12:48:50< JyrkiVesterinen> $2 = {flags = 0, format = 0x555557370a20, w = 64, h = 64, pitch = 256, pixels = 0x5555573ae220, 20170923 12:48:52< JyrkiVesterinen> userdata = 0x0, locked = 0, lock_data = 0x0, clip_rect = {x = 0, y = 0, w = 64, h = 64}, 20170923 12:48:53< JyrkiVesterinen> map = 0x0, refcount = 2} 20170923 12:49:02< JyrkiVesterinen> surface->map is a null pointer. No wonder it crashes. 20170923 12:50:07< Necrosporus> Preload worked... hmph 20170923 12:50:41< Necrosporus> Now a question, is it fault of libsdl or of wesnoth? 20170923 13:04:11< JyrkiVesterinen> surface->map is null as soon as the image is loaded (with SDL_image). 20170923 13:04:11< JyrkiVesterinen> Looks like an SDL bug to me. SDL doesn't initialize map, but later assumes that it's initialized. 20170923 13:04:11< vn971> Hi. If anything, I can reproduce what Necrosporus got about screen resizing. I dunno where to put the screenshot though, my personal file share is a bit broken ATM. 20170923 13:04:38< vn971> I can raise an issue and attach the screenshot to github I guess. 20170923 13:04:49< JyrkiVesterinen> Please do. 20170923 13:10:58-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170923 13:12:58< JyrkiVesterinen> I found it. 20170923 13:13:06< JyrkiVesterinen> This SDL commit causes the segfault. 20170923 13:13:07< JyrkiVesterinen> https://github.com/SDL-mirror/SDL/commit/1db763c62fb31c7272d5b8b0bad163a4f76788d7 20170923 13:13:27< vn971> display resize issue: https://github.com/wesnoth/wesnoth/issues/2035 20170923 13:13:27< JyrkiVesterinen> SDL now frees the blit map before checking if the refcount has fallen to zero. 20170923 13:14:09< JyrkiVesterinen> Because we're just about to release, I think I'll just try to implement a workaround. 20170923 13:14:48< Necrosporus> Cool. You have found it rather fast 20170923 13:15:09< Necrosporus> I guess you will open report in their tracker or already did 20170923 13:15:23< JyrkiVesterinen> Knowing how to use adebugger is very helpful. :) 20170923 13:15:41< JyrkiVesterinen> I'll work on the workaround first. 20170923 13:22:44-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170923 13:24:55< JyrkiVesterinen> SDL bugzilla requires creating an account. I don't have the energy to do that today. 20170923 13:35:32< Necrosporus> Wesnoth bugzilla at least shares the account with others 20170923 13:35:58< JyrkiVesterinen> What bugzilla? We use GitHub Issues. 20170923 13:36:07< Necrosporus> IT's what I mean 20170923 13:36:19< Necrosporus> One account works for all github issues 20170923 13:36:46< Necrosporus> unfortunately it also means wesnoth team doesn't control accounts 20170923 13:36:50< JyrkiVesterinen> It's not bugzilla. GitHub Issues is a different piece of software. 20170923 13:37:02< JyrkiVesterinen> SDL, on the other hand, does use bugzilla. 20170923 13:37:08< Necrosporus> I thought that bugzilla is general name for bugtracker 20170923 13:37:26< JyrkiVesterinen> No, it's not. It refers to https://bugzilla.org/ 20170923 13:40:46-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170923 13:47:16< Necrosporus> There is also something weird about stuff such as end turn button. When I simply resize window it alternates between simple rectangular button and textured button 20170923 13:47:49< Necrosporus> Also minimap controls sometimes are below it and sometimes on its left 20170923 13:50:17< Necrosporus> I guess it is intended behavior 20170923 13:50:35< Necrosporus> Still, not sure there is a reason to change end turn button for example 20170923 14:09:53-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170923 14:10:01-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170923 14:14:33-!- mkdroid [~null@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20170923 14:28:19-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 14:30:24< vn971> BTW, if I press Esc once, I get a modal "do you really want to ..?" dialog. If I press Esc again, the dialog is closed. But if I press Esc real fast many times, I can open numerous dialog boxes. So I have to close them all with the mouse clicking multiple times. 20170923 14:30:36< vn971> That's a minor issue though, if issue at all. 20170923 14:30:59-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has left #wesnoth-dev [] 20170923 14:31:02-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 14:31:25-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 14:31:46-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 14:36:33-!- mkdr0id [~null@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20170923 14:37:21-!- mkdroid [~null@unaffiliated/matthiaskrgr] has quit [Remote host closed the connection] 20170923 14:39:12< Necrosporus> I have found yet another bug. Not release critical though 20170923 14:39:58< hrubymar10_irc> How can one hide IP on IRC? I saw this https://freenode.net/kb/answer/cloaks how can I set-up it? 20170923 14:40:22< Necrosporus> hrubymar10_irc, ask in #freenode 20170923 14:40:32< Necrosporus> you need a registered nickname also 20170923 14:40:32-!- vn971 [~vasya@92.243.181.36] has quit [Quit: Leaving.] 20170923 14:40:56< Necrosporus> Actually two bugs 20170923 14:42:50-!- Oebele [~quassel@143.177.58.202] has quit [Remote host closed the connection] 20170923 14:43:27< Necrosporus> I have tried MP game with vn971 while my client was in debug mode 20170923 14:43:40< Necrosporus> Creating unit did go through but changing side didn't 20170923 14:43:54< Necrosporus> Also his wesnoth did freeze 20170923 14:45:30< Necrosporus> I did change his leader side and tried attacking his own unit 20170923 14:45:48< Necrosporus> I get victory message shortly after 20170923 14:47:07-!- irker469 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170923 14:47:07< irker469> wesnoth: Jyrki Vesterinen wesnoth:master dbd6695da9da / src/sdl/surface.hpp: Fix crash on startup with SDL 2.0.6 https://github.com/wesnoth/wesnoth/commit/dbd6695da9da224f4700ffa4994a712f35efa7b5 20170923 14:47:07< irker469> wesnoth: Jyrki Vesterinen wesnoth:master bc911f8c466f / src/ (sdl/surface.hpp video.cpp): Fix another crash on startup with SDL 2.0.6 https://github.com/wesnoth/wesnoth/commit/bc911f8c466f61c6edeab1db52938e0bbc01d3dd 20170923 14:53:56-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Quit: hrubymar10_irc] 20170923 14:59:43-!- JyrkiVesterinen [~jyrki@85-23-197-3.bb.dnainternet.fi] has quit [Quit: Rebooting] 20170923 15:03:44-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170923 15:13:08-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 15:13:54-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Client Quit] 20170923 15:16:26-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has joined #wesnoth-dev 20170923 15:20:19-!- hrubymar10_irc [~hrubymar1@ip-86-49-124-139.net.upcbroadband.cz] has quit [Client Quit] 20170923 15:20:34-!- hrubymar10_irc [~hrubymar1@gateway/tor-sasl/hrubymar10irc/x-94850683] has joined #wesnoth-dev 20170923 15:21:34-!- vn971 [~vasya@92.243.181.36] has joined #wesnoth-dev 20170923 15:37:01-!- Bhoren [~Bhoren___@82-64-3-181.subs.proxad.net] has joined #wesnoth-dev 20170923 15:56:41-!- travis-ci [~travis-ci@ec2-54-82-106-13.compute-1.amazonaws.com] has joined #wesnoth-dev 20170923 15:56:42< travis-ci> wesnoth/wesnoth#15103 (master - bc911f8 : Jyrki Vesterinen): The build passed. 20170923 15:56:42< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/278959346 20170923 15:56:42-!- travis-ci [~travis-ci@ec2-54-82-106-13.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170923 16:32:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170923 16:32:26-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170923 16:36:27-!- Bhoren [~Bhoren___@82-64-3-181.subs.proxad.net] has quit [Read error: Connection reset by peer] 20170923 16:37:50-!- mkdr0id [~null@unaffiliated/matthiaskrgr] has quit [Remote host closed the connection] 20170923 16:44:16-!- Bhoren [~Bhoren___@82.64.3.181] has joined #wesnoth-dev 20170923 16:49:54-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170923 16:53:26-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170923 16:59:15-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 17:01:43-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has quit [Quit: .] 20170923 17:03:45-!- sevu [~Shiki@p54854F52.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170923 17:05:18< sevu> Caught general 'N5boost16exception_detail10clone_implINS0_19error_info_injectorISt11logic_errorEEEE' exception: 20170923 17:05:19< sevu> character conversion failed 20170923 17:06:17< celticminstrel> :( 20170923 17:06:17< sevu> anybody knows sth about this? I'm one commit past the new pre-release one (ab5019e). Didn't look further into it yet 20170923 17:06:57< sevu> I get this directly on startup, before anything is started. I try a fresh build 20170923 17:10:45< sevu> there was a boost update to 1.65 two days ago, maybe that's all 20170923 17:10:46-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Ping timeout: 240 seconds] 20170923 17:11:06-!- Kwandulin [~Kwandulin@pD9FD50F1.dip0.t-ipconnect.de] has quit [Quit: [endlevel]] 20170923 17:25:48-!- vn971 [~vasya@92.243.181.36] has quit [Quit: Leaving.] 20170923 17:32:15-!- gfgtdf [~chatzilla@x4e368891.dyn.telefonica.de] has joined #wesnoth-dev 20170923 17:32:37< gfgtdf> sevu: you have a stacktrace of where the exception is thrown ? 20170923 17:33:07-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170923 17:34:20< sevu> I did rebuild, now it works. I don't know how to get stacktraces from exceptions. However, I have now two coredumps 20170923 17:37:34< sevu> gfgtdf, first one https://bpaste.net/show/fc0011d30476 20170923 17:38:15< gfgtdf> sevu: this is another unrelated isusue now i assume? 20170923 17:38:43< sevu> yes 20170923 17:39:59< sevu> 2nd: https://bpaste.net/show/32cb59dab6e9 20170923 17:40:50< stikonas> hi, what am I doing wrong when compiling wesnoth. I get some linking error... https://pastebin.com/rZPrATWx 20170923 17:42:28< gfgtdf> sevu: what sdl version are you using ? 20170923 17:42:44< sevu> 2.0.5 20170923 17:43:37-!- celmin [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170923 17:43:37-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Disconnected by services] 20170923 17:43:37-!- celmin is now known as celticminstrel 20170923 17:44:06< sevu> if I am quick with pressing the exit button after start it looks like in the 2nd paste, if i wat a few sec then like in the 1st paste. Exiting afte rhaving launched a game is fine though. 20170923 17:44:18-!- hrubymar10_irc is now known as hrubymar10_irc[a 20170923 17:44:20< gfgtdf> jykives most recent commit change how free_surface so it might be related 20170923 17:47:35-!- irker469 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170923 17:53:46-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Ping timeout: 240 seconds] 20170923 18:18:44-!- vn971 [~vasya@92.243.181.36] has joined #wesnoth-dev 20170923 18:20:24< vn971> hmm, I've rebuilt wesnoth and I'm still getting > /opt/wesnoth-1.12.6.42.g01062617a1-debug/bin/wesnoth: error while loading shared libraries: libboost_iostreams.so.1.64.0: cannot open shared object file: No such file or directory 20170923 18:20:24< vn971> I'll check that I didn't mess up something though (as for example not really installing the re-compiled version etc). 20170923 18:21:23< vn971> ah no, sorry, that's version 12, and it was not re-built from sources. Problem solved, thx for listening.:D 20170923 18:31:34-!- hrubymar10_irc[a is now known as hrubymar10_irc 20170923 18:36:21-!- DeFender1031 [~DeFender1@46-116-196-40.bb.netvision.net.il] has joined #wesnoth-dev 20170923 18:42:56-!- vn971 [~vasya@92.243.181.36] has quit [Quit: Leaving.] 20170923 18:55:15-!- hrubymar10_irc is now known as hrubymar10_irc[a 20170923 18:57:08-!- vn971 [~vasya@92.243.181.36] has joined #wesnoth-dev 20170923 18:57:29-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170923 19:06:03-!- hrubymar10_irc[a is now known as hrubymar10_irc 20170923 19:06:56-!- hrubymar10_irc is now known as hrubymar10_irc[a 20170923 19:18:32-!- hrubymar10_irc[a is now known as hrubymar10_irc 20170923 19:19:04-!- hrubymar10_irc is now known as hrubymar10_irc[a 20170923 19:28:01-!- vn971 [~vasya@92.243.181.36] has quit [Quit: Leaving.] 20170923 19:31:12-!- hrubymar10_irc[a is now known as hrubymar10_irc 20170923 19:31:39-!- hrubymar10_irc [~hrubymar1@gateway/tor-sasl/hrubymar10irc/x-94850683] has quit [Quit: hrubymar10_irc] 20170923 20:21:14-!- gfgtdf [~chatzilla@x4e368891.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 55.0.3/20170824053622]] 20170923 20:26:42-!- Oebele [~quassel@143.177.58.202] has joined #wesnoth-dev 20170923 21:02:28-!- Bhoren [~Bhoren___@82.64.3.181] has quit [Quit: Leaving] 20170923 21:07:28-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170923 21:07:34-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170923 21:17:56-!- Coffee_irc [~david@203.63.42.216] has quit [Quit: Konversation terminated!] 20170923 21:23:32-!- Coffee_irc [~david@203.63.42.216] has joined #wesnoth-dev 20170923 21:25:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20170923 21:30:12-!- Oebele [~quassel@143.177.58.202] has quit [Remote host closed the connection] 20170923 21:59:39-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170923 22:29:32-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170923 23:04:11-!- sevu [~Shiki@p54854F52.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20170923 23:05:45< Necrosporus> https://github.com/wesnoth/wesnoth/issues/1947 // So... basically wesnoth integrates 3 programming languages, WML, Lua and WFL? 20170923 23:10:18< celticminstrel> WML technically isn't a programming language, but basically yes. 20170923 23:11:42-!- irker706 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170923 23:11:42< irker706> wesnoth: doofus-01 resources:master 2e56469c236a / music/ (README.md Return_to_Wesnoth.flac): adding new theme by Mattias Westlund (#4) https://github.com/wesnoth/resources/commit/2e56469c236ac8a4c2110c4f08ce8405946924f8 20170923 23:13:20< celticminstrel> \o/ 20170923 23:13:38< celticminstrel> I assume a slightly degraded version of that will also be committed to master? --- Log closed Sun Sep 24 00:00:08 2017