--- Log opened Wed Jan 31 00:00:47 2018 20180131 00:53:50-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180131 01:03:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20180131 01:22:26-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180131 01:22:32-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180131 01:51:05-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20180131 03:11:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180131 03:23:23-!- iwaim___ [~iwaim@2001:2c0:40e:2002:0:4:14:80] has quit [Ping timeout: 255 seconds] 20180131 03:26:32-!- iwaim___ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-dev 20180131 03:26:48-!- Bonobo [~Bonobo@220-244-89-194.tpgi.com.au] has joined #wesnoth-dev 20180131 04:22:06-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180131 04:48:48-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20180131 06:00:26-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20180131 07:09:01-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 268 seconds] 20180131 07:18:32-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20180131 07:38:10-!- irker564 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180131 07:38:10< irker564> wesnoth: Charles Dang wesnoth:discord_rp bf774db612be / / (10 files in 5 dirs): [WIP] Initial work on implementing Discord Rich Presence https://github.com/wesnoth/wesnoth/commit/bf774db612be9146bd4ce220ed5b40bc93d8b554 20180131 07:40:23-!- Nobun [~user@5.170.240.193] has joined #wesnoth-dev 20180131 07:40:52< Nobun> I received a report in our italian portal 20180131 07:41:28< Nobun> it seems that wesnoth-1.13.x - binary release for windows - does not include /utils folder (containing wmlxgettext) 20180131 07:42:25< Nobun> this could be an huge issue, expecially considering that GUI.pyw (the graphical interface for all python tools in wesnoth) also have a tag dedicated to wmlxgettext 20180131 07:42:33< vultraz> loonycyborg: ^ 20180131 07:43:13< Nobun> don't know if the same issue is reproduced also in Mac Os binary release 20180131 07:44:20< loonycyborg> utils is not included into binary release, probably only because it mostly contains various utility scripts 20180131 07:46:04< Nobun> loonycyborg: yes... and utility scripts also are used by wesnoth build or requires wesnoth sources 20180131 07:46:37< Nobun> but for wmlxgettext it is an utility that both used in build script AND may be useful for UMC developer 20180131 07:47:08< loonycyborg> yeah, it's kinda different kind of utility 20180131 07:47:28< Nobun> and however, not including it, means having a bugged GUI.pyw becouse cannot run wmlxgettext tag 20180131 07:47:37< loonycyborg> maybe we should move it to data or have a separate dir with umc dev utilities 20180131 07:48:38< Nobun> another thing to consider is that wmlxgettext, on windows, must be used with --recursive option, becouse of command line max length limit 20180131 07:49:51< Nobun> perhaps a warning in the GUI or a modification in wmlxgettext may be required 20180131 07:50:04< Nobun> I think I will open a ticket 20180131 07:52:55< irker564> wesnoth/wesnoth:discord_rp Charles Dang bf774db612 [WIP] Initial work on implementing Disco AppVeyor: vs2017/Release Failed 20180131 07:52:56< irker564> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-discord_rp-888 20180131 08:19:46< Nobun> loonycyborg: opened a ticket here: https://github.com/wesnoth/wesnoth/issues/2420 20180131 08:19:57< loonycyborg> ok 20180131 08:20:21< irker564> wesnoth/wesnoth:discord_rp Charles Dang bf774db612 [WIP] Initial work on implementing Disco AppVeyor: 3/6 builds failed 20180131 08:20:22< irker564> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-discord_rp-888 20180131 08:20:23< irker564> Details vs2013/Release: https://ci.appveyor.com/project/wesnoth/wesnoth/build/Wesnoth-VS2013-discord_rp-1194 20180131 08:20:24< irker564> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-discord_rp-1184 20180131 08:37:31-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180131 09:08:24< Soliton> yeah, if a part of wesnoth depends on that script it should not be under utils but data/tools. 20180131 09:42:49-!- vladimirslavik [vslavik@nat/redhat/x-exirastgtczgvytf] has joined #wesnoth-dev 20180131 09:59:43-!- vladimirslavik [vslavik@nat/redhat/x-exirastgtczgvytf] has quit [Quit: Leaving] 20180131 10:05:44-!- vladimirslavik [vslavik@nat/redhat/x-bjrteswhkilzgpuk] has joined #wesnoth-dev 20180131 10:08:52-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: .] 20180131 10:30:43< vultraz> I agree with Soliton 20180131 10:30:44< vultraz> again 20180131 11:05:09-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20180131 11:21:09-!- irker564 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180131 11:54:55< vn971> I wonder, how can I get resistances for a particular unit type? 20180131 11:55:38< vn971> I can't find it in `wesnoth.unit_types["Ghost"].__cfg`, the "resistance" flag seems to be absent. Also no helper methods out there (that I could find). 20180131 11:56:50-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20180131 11:57:14-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180131 11:57:30< vn971> If you access __cfg of an already-created unit, you'll see the resistance tag. But it requires creating a unit. I guess creating a new unit every time I want to know something about a unit type is an overkill (performance-wise, if I plan to do it about 3000 times for e.g. Ageless Era). 20180131 12:06:57< Nobun> vn971: this question must be asked at #wesnoth channel, not #wesnoth-dev 20180131 12:07:30< Nobun> this channel is only for discussing on development of wesnoth itself and tools that are part of wesnoth core 20180131 12:12:26< Nobun> vn971: try to ask the question at #wesnoth and I will reply you there 20180131 12:13:38< vultraz> It's perfectly fine to ask here 20180131 12:14:35< Nobun> vultraz: sorry than... I will reply here (usually this kind of WML-related questions are considered off-topic here) 20180131 12:16:34< Nobun> vn971: the answer is in movement_type attribute of the unit type 20180131 12:17:14< Nobun> the resistances are definied there, but I don't remember exactly where is the file wich contains the default movetyps of core units 20180131 12:18:22< Nobun> found it: it is on data/units.cfg 20180131 12:18:49< Nobun> on that file you will find all the core movetypes, including the one used by the Ghost 20180131 12:19:35< Nobun> so if you need to customize defense completely (and not simply with object) perhaps you have to define a custom movetype in your UMC 20180131 12:24:12< Soliton> he's asking how to get resistances in lua from a unit type. 20180131 12:25:33< Nobun> Soliton: ah misunderstood than... well... I am not good in wesnoth lua code, so I will let other people to answer :P 20180131 12:36:42-!- Nobun [~user@5.170.240.193] has quit [Quit: I will be back... soon or later] 20180131 12:57:16-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180131 12:57:28< Soliton> vn971: since resistances are not in the unit type i'd not expect them to be in there. you probably need to use [unit_type] movement_type to lookup stuff under [movetype] (whereever that is in lua). 20180131 13:00:03< Soliton> except for those unit type that actually do have [resistance] overrides in them... 20180131 13:00:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180131 13:34:28< vn971> Nobun, Soliton: Thank you. Indeed, I was not aware of the movement_type concept. It seems that the proper solution would be to raise a feature request to expose said data in e.g. `unit_types[].resistance`. And/or implement it. It's also a very specific requirement, and we probably have a feature freeze, so I would put that action on hold for now. 20180131 13:35:42< Soliton> i'm not aware of a feature freeze. even if there'd be one that's no reason to not file feature requests. 20180131 13:36:00< Soliton> it sounds like a reasonable thing to want to have IMO. 20180131 13:37:40< Soliton> vn971: i'd be curious to know what you get for an elvish scout which actually does have [resistance] in the unit type. 20180131 13:40:08< Ravana_> I expect computed resulting movetype 20180131 13:40:39< Ravana_> since just like unit types, movetypes are immutable 20180131 13:44:21< vn971> Soliton: you only get the override: https://gist.github.com/vgaming/3e327407ce0b96ac1e02dce644d00b34 (line 10) 20180131 13:45:55< Soliton> ok, that's what i'd expect. that means a lot of work if you'd want to compute the effective movetype yourself. 20180131 13:53:04< Soliton> btw, are WML tag names not valid json keys? that json output would be a lot more readable if you'd just use the tag name as the json key. 20180131 13:54:51< Soliton> i guess you can't have duplicate json keys. 20180131 13:56:43< Soliton> hmm no, looks it's not forbidden. 20180131 14:10:03< vn971> Soliton: room for improvement I guess. On the other hand, I convert arbitrary Lua objects to JSON. Taking special care of WML would take a non-negligible amount of code. (You'd have to do stuff like jumping forward, check the key and the current value, combine them, rewind back or forward depending on the check etc.) 20180131 14:10:29< vn971> Soliton: as a benefit, you see exactly what's stored in the Lua object, as close to Lua-s internal modeling as possible. 20180131 14:12:56< vn971> Soliton: in reality I just wanted serializer to "dump" huge Lua tables. Once I made it readable and beautiful enough for me, I stopped spending time:D 20180131 14:13:04-!- fabi [~fabi@wesnoth/developer/fendrin] has quit [Quit: Konversation terminated!] 20180131 14:14:52-!- fabi [~fabi@2a02:810c:c840:2e65:9d37:775:b6fc:c0cb] has joined #wesnoth-dev 20180131 14:14:59-!- fabi [~fabi@2a02:810c:c840:2e65:9d37:775:b6fc:c0cb] has quit [Changing host] 20180131 14:14:59-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20180131 14:16:21< Ravana_> instead of readable dump, I made show_dialog to explore tables 20180131 14:16:33< vn971> If we were to include such code in wesnoth itself, I would take the effort and handle WML tags specifically. But I do not have pretty-printing, I'm using IDE for that. So it's not really a proposal, nobody would really want a wesnoth built-in tool that produces "compact" JSON. 20180131 14:17:44< vn971> Ravana_: I like my approach better cuz I can share it on pastebin sites, for example.:) Also I can save multiple data dumps in json files and view them at will with syntax highlighting. 20180131 14:18:50< vn971> I mean, no need to re-open wesnoth client to re-view something I've extracted a long time ago. Like a dump of event_context during some event, etc. 20180131 14:59:23-!- vslavik [vslavik@nat/redhat/x-ckufqzuxsscrflsr] has joined #wesnoth-dev 20180131 15:01:56-!- vladimirslavik [vslavik@nat/redhat/x-bjrteswhkilzgpuk] has quit [Ping timeout: 256 seconds] 20180131 15:21:02-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: .] 20180131 16:12:34-!- vslavik [vslavik@nat/redhat/x-ckufqzuxsscrflsr] has quit [Quit: Leaving] 20180131 16:41:45-!- Bonobo [~Bonobo@220-244-89-194.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20180131 17:40:26< vn971> Q. Is there a way to re-run Lua (WML?) code from a replay? I need to modify the addon source code inside the replay (already did). Then I would like to re-run the game with the updated code. From what I see, standard replay just moves units around, gives objects etc -- but does not run actual Lua code. Is there a way to force execution? 20180131 17:44:33-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20180131 17:45:00-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has joined #wesnoth-dev 20180131 17:45:30-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has quit [Changing host] 20180131 17:45:30-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20180131 17:50:37-!- irker344 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180131 17:50:38< irker344> wesnoth: Jyrki Vesterinen wesnoth:master 4685aed6a58f / src/scripting/lua_unit_type.cpp: Fix #2339: iterating wesnoth.unit_types is extremely slow https://github.com/wesnoth/wesnoth/commit/4685aed6a58fb234cc9de6304016c76539bc07d8 20180131 17:50:56-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20180131 17:51:42-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has joined #wesnoth-dev 20180131 17:51:42-!- Ivanovic [~ivanovic@p579FBDD9.dip0.t-ipconnect.de] has quit [Changing host] 20180131 17:51:42-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20180131 18:08:32< Soliton> a replay is a series of recorded commands. it's not like playing the game again and somehow getting the same outcomes as last time. 20180131 18:13:28< vn971> Soliton: so there is no buit-in way to "re-wind" those commands and "apply" them all over again? Considering the fact that wesnoth cares about OOS and such stuff, having fully replay-able savegames sounds like a possibility. 20180131 18:14:05< vn971> If indeed _all_ commands are recorded, then what are the constraints to run them again from scratch? 20180131 18:14:29< Soliton> the commands are applied again, yes. you have some misconception on what a command is. 20180131 18:14:30< vn971> * what are the obstacles 20180131 18:16:23< vn971> ah, the "command" may indeed be confusing. So am I right that when a player e.g. clicks something in menu, the resulting outcome is recorded (like [object] given), but not the fact that he accessed menu and has chosen N-th item, etc. 20180131 18:16:54< Soliton> yes. 20180131 18:17:00< vn971> So a replay is NOT the same as the data I get over a network game? 20180131 18:17:10< Soliton> it is. 20180131 18:17:42< vn971> but when I write Lua code, all clients run the same Lua code. 20180131 18:18:06< vn971> if I have a `print` statement, all clients print something on their consoles (if any). 20180131 18:20:26< Soliton> a command is for example a move. if that move triggered some WML/lua then whatever happend there is also recorded but when the replay re-applies the move the WML/lua is not triggered again. 20180131 18:21:27< vn971> Soliton: well, then my question is easy to ask by now: how can I make wesnoth trigger all those WML/Lua again? 20180131 18:21:50< Soliton> play the game again. 20180131 18:22:31< vn971> Soliton: I can't do that manually, the game is very long. 20180131 18:23:20< Soliton> start at the turn where your lua fix is relevant. 20180131 18:24:14< vn971> Soliton: well that would be one possibility.. I wonder if there are others. After all, it seems like a natural thing to do (for me). 20180131 18:27:48-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20180131 18:28:31-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180131 18:37:30-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth-dev 20180131 18:55:57-!- Bonobo [~Bonobo@220-244-89-194.tpgi.com.au] has joined #wesnoth-dev 20180131 18:56:49-!- travis-ci [~travis-ci@ec2-54-226-228-216.compute-1.amazonaws.com] has joined #wesnoth-dev 20180131 18:56:50< travis-ci> wesnoth/wesnoth#16253 (master - 4685aed : Jyrki Vesterinen): The build passed. 20180131 18:56:50< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/335744103 20180131 18:56:50-!- travis-ci [~travis-ci@ec2-54-226-228-216.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180131 19:06:03< irker344> wesnoth: sigurdfdragon wesnoth:master b0e0a7513874 / data/core/units/dunefolk/Falcon.cfg: Units: Generalize Falcon description by removing faction reference https://github.com/wesnoth/wesnoth/commit/b0e0a75138746273753d1819da43bab2bedc428f 20180131 19:06:05< irker344> wesnoth: sigurdfdragon wesnoth:master 57f06ab443e6 / data/core/units/dunefolk/ (Ghazi.cfg Hakim.cfg Khalid.cfg): Units: Remove unnecessary religious references from Dunefolk units https://github.com/wesnoth/wesnoth/commit/57f06ab443e600c6deae4bcf6ac1a32fff55c4e2 20180131 19:06:07< irker344> wesnoth: sigurdfdragon wesnoth:master 5bc09da48d65 / data/core/units/dunefolk/Naffat.cfg: Units: A more positive description for the Naffat https://github.com/wesnoth/wesnoth/commit/5bc09da48d659c9c66a19458c6de6fba3da5abc5 20180131 20:09:48-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:4dcd:2dee:538a:b284] has joined #wesnoth-dev 20180131 20:54:02-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20180131 21:39:32-!- TheJJ [~rofl@ipbcc08bab.dynamic.kabel-deutschland.de] has quit [Remote host closed the connection] 20180131 21:43:43-!- vn971 [~vasya@94.158.103.15] has quit [Quit: Leaving.] 20180131 21:50:32-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180131 21:53:31-!- TheJJ [~rofl@ipbcc08bab.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20180131 22:06:46-!- irker344 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180131 22:31:59-!- iceiceice [~chris@209.133.79.7] has joined #wesnoth-dev 20180131 22:31:59-!- iceiceice [~chris@209.133.79.7] has quit [Changing host] 20180131 22:31:59-!- iceiceice [~chris@unaffiliated/iceiceice] has joined #wesnoth-dev 20180131 22:55:03-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:4dcd:2dee:538a:b284] has quit [Quit: Leaving] 20180131 22:59:26-!- irker264 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180131 22:59:26< irker264> wesnoth/wesnoth:master sigurdfdragon 5bc09da48d Units: A more positive description for t AppVeyor: All builds passed 20180131 23:17:06-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180131 23:48:57-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] --- Log closed Thu Feb 01 00:00:49 2018