--- Log opened Sun Apr 08 00:00:35 2018 20180408 00:00:53-!- vn9711 [~vasya@94.158.103.15] has quit [Ping timeout: 260 seconds] 20180408 00:01:33< octalot> Part of the reason that MSVC++ debug builds are slower is that they add extra range-checking to iterators. A RelWithDebInfo build is much faster (although I haven't tried Wesnoth on Windows) 20180408 00:07:32< gfgtdf> i usually never use debug builds, i just add pragma optimize off lines at the start of the files i am interrested in, this not onyl makes by build generally as fast as usual release builds, it also decreases the number of files i need to rebuild (since i debug ratherrarely) this obviusly onyl aorks if you have some rough idea of where your bug is. 20180408 00:16:21< celticminstrel> Release with debug info would generally have optimization though, which isn't great. 20180408 00:16:57< celticminstrel> gfgtdf: Any comments on that PR besides the added unit_type in LoW? 20180408 00:42:41< irker741> wesnoth/wesnoth:master Celtic Minstrel 8581637b51 Update changelog AppVeyor: All builds passed 20180408 01:01:27-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180408 01:01:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180408 01:43:13-!- gfgtdf [~chatzilla@x4e36316a.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.7.3/20180322140748]] 20180408 01:46:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180408 02:12:43-!- octalot [~steve@178.115.128.204.wireless.dyn.drei.com] has quit [Ping timeout: 260 seconds] 20180408 02:12:46< irker741> wesnoth: Charles Dang wesnoth:master ccce10511a2e / changelog.md src/gui/dialogs/unit_create.cpp: Unit Create: fixed unit selection not persisting between uses (fixes #2822) https://github.com/wesnoth/wesnoth/commit/ccce10511a2e74e23448e54e652874711bf6bad8 20180408 02:13:21< irker741> wesnoth: Charles Dang wesnoth:1.14 4afb4834b680 / changelog.md src/gui/dialogs/unit_create.cpp: Unit Create: fixed unit selection not persisting between uses (fixes #2822) https://github.com/wesnoth/wesnoth/commit/4afb4834b68043eaf194bcb55f1d31adb95985f1 20180408 02:13:29<+discordbot> t'was a simple fix 20180408 02:19:10<+discordbot> pokes celmin 20180408 02:35:17< irker741> wesnoth: Charles Dang wesnoth:master 48010f514e32 / data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg: SotA S2: fixed units with translatable IDs........ https://github.com/wesnoth/wesnoth/commit/48010f514e32deac20e286174c487d2aa13134ad 20180408 02:35:20< irker741> wesnoth: Charles Dang wesnoth:master 77863cc52685 / data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg: SotA S2: fixed inconsistency between unit name and dialog (fixes #2844) https://github.com/wesnoth/wesnoth/commit/77863cc52685dd33e1587a2e9e437f21d8f1574f 20180408 02:35:22<+discordbot> someone should check that sota doesn't have more cases of translatable IDs ๐Ÿ˜ 20180408 02:39:09< irker741> wesnoth: Charles Dang wesnoth:1.14 900428d2e9c0 / data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg: SotA S2: fixed units with translatable IDs........ https://github.com/wesnoth/wesnoth/commit/900428d2e9c053b2cb6d2dc4be9784d5be4b7d9c 20180408 02:39:12< irker741> wesnoth: Charles Dang wesnoth:1.14 ab9f29a7a443 / data/campaigns/Secrets_of_the_Ancients/scenarios/02_Dark_Business.cfg: SotA S2: fixed inconsistency between unit name and dialog (fixes #2844) https://github.com/wesnoth/wesnoth/commit/ab9f29a7a44372a3e3703fd842740a9b425b6f5f 20180408 02:39:15< irker741> wesnoth: Charles Dang wesnoth:1.14 697216e8ea1c / utils/pofix.py: Pofix entry for ab9f29a7a44372a3e3703fd842740a9b425b6f5f https://github.com/wesnoth/wesnoth/commit/697216e8ea1c29887a59d3e761d28c1be24ea616 20180408 03:12:02< celticminstrel> Well, I've got validation of the schema to the point where the GUI2 schema passes without any errors. Hopefully that's right. 20180408 03:12:31< celticminstrel> The game config schema raises about six or seven errors, but the backtrace on the first one is bad. 20180408 03:12:38< celticminstrel> And I can't figure out why. 20180408 03:12:45< celticminstrel> As far as I can tell, it's just that one that's bad. 20180408 03:13:22< celticminstrel> I'm going to put it off until Monday at the earliest, though. Tomorrow I'll probably just work on my campaign. 20180408 03:13:37< celticminstrel> Maybe also address the one issue someone brought up in schema_fixes. 20180408 03:14:06< celticminstrel> ...kinda wish you hadn't touched SotA, though the chances it conflicts are admittedly lowish... 20180408 03:14:27< celticminstrel> So anyway why were you poking me @Vultraz? 20180408 03:14:57< celticminstrel> Also @Vultraz I'm pretty sure you failed at pofix yet again. 20180408 03:15:13< celticminstrel> The first problem is that the pofix commit only touches pofix.py. 20180408 03:15:23< celticminstrel> It should also touch the SotA pot-file. 20180408 03:15:38< celticminstrel> The second problem is, did you actually check the SotA pot-file to see if that string would match> 20180408 03:15:39< celticminstrel> ^? 20180408 03:15:50<+discordbot> Why would it not? 20180408 03:16:00< celticminstrel> I'm not 100% sure on how pofix works, so maybe replacing a single word like that is safe... 20180408 03:16:08<+discordbot> Honestly, I donโ€™t know how to use pofix. I just add the entries 20180408 03:16:18<+discordbot> And assume someone will do what they will with it 20180408 03:16:21< celticminstrel> But I do know that translated strings are arbitrarily broken up. 20180408 03:16:38< celticminstrel> And pofix needs to match that broken-up version. 20180408 03:16:56< celticminstrel> If you'd just read the comments at the top of the pofix file, you'd know how to use pofix. I suggest actually not being lazy for a change. >_> 20180408 03:17:28< celticminstrel> But hey, if loonycyborg wants to remember to run pofix before every pot-update, I guess I can't really complain? 20180408 03:17:39< celticminstrel> Still you should like, confirm that he's okay with that. 20180408 03:18:02<+discordbot> Am I supposed to actually run the script? 20180408 03:18:13< celticminstrel> You've only been told this, what, three times? 20180408 03:18:33< celticminstrel> I haven't actually been counting, but you've definitely been told this at least once. 20180408 03:18:52<+discordbot> oh, there are instructions 20180408 03:19:02< celticminstrel> Yes, there are instructions. :P 20180408 03:19:30<+discordbot> i wonder if i can even run it... 20180408 03:19:39< celticminstrel> None of the SotA commits look remotely familiar to me, so they're probably not gonna conflict with my stuff... 20180408 03:19:45< celticminstrel> Well, if you have Python, you can run it. 20180408 03:19:57< celticminstrel> And as a developer, you really should have Python IMO. 20180408 03:20:02<+discordbot> I have python 20180408 03:20:12<+discordbot> don't thinkit's in PATH though 20180408 03:20:23<+discordbot> yeah it's not in PATH 20180408 03:20:25<+discordbot> PITA. 20180408 03:20:38< celticminstrel> Things don't add themselves to PATH by default on Windows. I've had to add everything important myself manually. 20180408 03:20:44< celticminstrel> Including Python and Git. 20180408 03:20:44<+discordbot> You say that like it's so much hard work to add it to PATH. 20180408 03:20:53<+discordbot> git adds itself to path 20180408 03:20:59< celticminstrel> You can do it pretty easily through the GUI. 20180408 03:21:16< celticminstrel> Does it? I thought I remembered doing it myself, but maybe I didn't in the case of git. 20180408 03:21:28< celticminstrel> Definitely added Python myself. I think clang too. 20180408 03:21:37< celticminstrel> And at least one other thing. 20180408 03:21:38<+discordbot> really, the pyton installer should add itself to PATH 20180408 03:21:51< celticminstrel> It should at least offer adding itself to PATH. 20180408 03:21:56<+discordbot> yes 20180408 03:22:28-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180408 03:23:06<+discordbot> what's worse is it doesn't install itself in Program_Files 20180408 03:23:13<+discordbot> it installs itself in appdata somewhere 20180408 03:23:41<+discordbot> That's probably so you can use things like pip without getting a UAC prompt every single time. 20180408 03:24:02<+discordbot> "what's pip" 20180408 03:24:05<+discordbot> You can look it up. 20180408 03:24:29< celticminstrel> Mine is installed in C:/Python2/ or similar. 20180408 03:24:50< celticminstrel> I don't remember if that was the default at the time or if I overrode it. 20180408 03:25:00< celticminstrel> (And FTR I have Python3 too in a similar location.) 20180408 03:25:14<+discordbot> Yeah I was going to say that's a vintage version so 20180408 03:28:30<+discordbot> LordBob's story art for TRoW hasn't been pushed yet? 20180408 03:28:50< celticminstrel> Was that the one zookeeper was requested to look at first? 20180408 03:29:06<+discordbot> I have no idea what zookeeper was told to look at. 20180408 03:31:55<+discordbot> LB sent us a pack of art 20180408 03:32:01<+discordbot> zookeeper said not to push it, he would look at it 20180408 03:32:19<+discordbot> then first he was sick, then now he says he can't decide what to do with some of it regarding placement 20180408 03:32:30<+discordbot> It's very frustrating 20180408 03:33:21<+discordbot> So I told him he needs to step it up, because if LB's sending art at the last minute we do not have two, three weeks to wait while zookeeper debates placement 20180408 03:34:29<+discordbot> zookeeper is just not the person you go to to have things done immediately 20180408 03:34:55<+discordbot> which is not necessarily a bad thing, but in this case we kinda need things done quickly 20180408 03:35:12<+discordbot> What does this "placement" business mean? 20180408 03:35:47< celticminstrel> Probably something like "which scenario does it go in and in what order"? 20180408 03:35:50<+discordbot> something about he can't decide what to put at the end of the intro or something 20180408 03:36:11<+discordbot> If he can't then you probably can do it for him. 20180408 03:36:20<+discordbot> If he doesn't soon I will. 20180408 03:36:24<+discordbot> You're not exactly new to the whole campaign making business. 20180408 03:36:31<+discordbot> Likewise for the damn TRoW/EI sprites 20180408 03:39:02<+discordbot> He put that off because he was debating the usefulness of custom character sprites ๐Ÿ˜ 20180408 03:40:28<+discordbot> Don't look a gift hourse in the mouth. 20180408 03:40:35<+discordbot> Especially when it's art. 20180408 03:40:38<+discordbot> Yes. 20180408 03:40:40<+discordbot> *horse 20180408 03:40:54<+discordbot> We have these dope-ass character sprites and he's going "ehhhhhhhhh....." 20180408 03:41:20<+discordbot> By sleepwalker, even. 20180408 03:46:56<+discordbot> celmin: I also oppose the stereotypical Djinn 20180408 03:47:12< celticminstrel> You mean Kwandulin's? 20180408 03:47:29<+discordbot> yes 20180408 03:47:41<+discordbot> I like the other one 20180408 03:48:20<+discordbot> but IMO, all of them need some improvement. They don't meet mainline standards. 20180408 03:48:26<+discordbot> except maybe the wyverns 20180408 03:48:44<+discordbot> but the level 4 is so visually crowded it's hard to distinguish anything 20180408 03:49:23<+discordbot> the Young Rocs are pretty, except their wings are broken ๐Ÿ˜› 20180408 03:49:58<+discordbot> the Level 2 Roc is weirdly out of perspective and badly shaded 20180408 03:51:40< celticminstrel> I don't think we need 4 wyverns, 3 is quite sufficient. 20180408 03:52:10< celticminstrel> The original sheet only had two. 20180408 03:52:20< celticminstrel> I have no idea where the other two came from, probably frankens? 20180408 03:53:11 * celticminstrel tags @Pentarctagon since this conversation is relevant to him. 20180408 03:53:31< celticminstrel> What needs improvement about the jinn though? 20180408 03:53:41<+discordbot> they indeed look very franken-y 20180408 03:54:23<+discordbot> that's the problem 20180408 03:54:39< celticminstrel> BTW we should also probably decide whether we're going to spell it jinn, djinn, or genie. 20180408 03:55:41<+discordbot> definitely not the last 20180408 03:59:45< celticminstrel> I also kinda wanted to add a giant sandworm with a burrow ability (hides on sand). 20180408 04:00:33< celticminstrel> With poison and lightning attacks. 20180408 04:01:06< celticminstrel> Not the Delfador lightning strike though. 20180408 04:01:42<+discordbot> is making some edits to the Djinn 20180408 04:02:21< celticminstrel> I don't know what to think about that. 20180408 04:03:00< celticminstrel> Vultraz, what do you think about adding the Elvish Hunter to core? 20180408 04:03:19<+discordbot> yes, we should add @Elvish_Hunter to core 20180408 04:03:22<+discordbot> :3 20180408 04:03:24< celticminstrel> ... 20180408 04:03:36< celticminstrel> Right, and now about the actual question? 20180408 04:03:43<+discordbot> same answer 20180408 04:03:54< celticminstrel> So that's a "yes add it"? 20180408 04:05:04<+discordbot> yes 20180408 04:05:29< celticminstrel> I wonder how many different versions of it are floating around though. 20180408 04:05:41<+discordbot> use the version from IftU/AtS 20180408 04:05:49< celticminstrel> I guess that would work. 20180408 04:05:57< celticminstrel> That might be where I got it from for my campaign, too. 20180408 04:06:30<+discordbot> I dunno if shadowm balanced it to work with the other elves, but it's very possible 20180408 04:06:31< celticminstrel> AFAIK it was basically a "backport" of the Desert Hunter, right? 20180408 04:06:39<+discordbot> I dunno 20180408 04:06:41< celticminstrel> Which no longer exists. 20180408 04:06:48< celticminstrel> Since there's a whole new Quenoth faction. 20180408 04:06:57<+discordbot> it exists still 20180408 04:07:04<+discordbot> zookeeper refused to remove the old utbs 20180408 04:07:07<+discordbot> ๐Ÿ™„ 20180408 04:07:18< celticminstrel> I'm pretty sure that was so people's old saves will still work. 20180408 04:07:24< celticminstrel> Meaning that it can be removed in master. 20180408 04:07:36<+discordbot> we want them to play the new utbs 20180408 04:07:39<+discordbot> not old utbs 20180408 04:07:55< celticminstrel> Well, he already removed the option to play the old UtBS. 20180408 04:08:54<+discordbot> I mean, the Elvish Hunter unit in IftU is specifically designed to be played with the mainline wood elves. 20180408 04:08:59<+discordbot> Yes 20180408 04:09:02<+discordbot> that's exactly my point 20180408 04:09:11<+discordbot> Which is why we should use it 20180408 04:09:15<+discordbot> not any other version 20180408 04:09:23<+discordbot> Do note that the non-Naia version of AtS has its own version of the Elvish Hunter line with slightly different stats. 20180408 04:09:53<+discordbot> I believe the version in Naia is the IftU version. 20180408 04:10:04<+discordbot> (Since the EH doesn't really play a role in AtS.) 20180408 04:10:07<+discordbot> IftU version it is 20180408 04:10:27< celticminstrel> I have no idea what Naia is. 20180408 04:10:33<+discordbot> You don't need to know. ๐Ÿ˜› 20180408 04:10:36<+discordbot> celmin: honestly, the only way this even makes sense is if people copy thir old saves over 20180408 04:10:40< celticminstrel> Probably not, no. 20180408 04:10:47<+discordbot> will their old saves even WORK 20180408 04:10:54<+discordbot> As the author of IftU, AtS and Naia I can assure you that you don't. 20180408 04:10:58< celticminstrel> Fairly sure they will. 20180408 04:11:12<+discordbot> It's just an implementation detail I'm working on at the slowest pace you could imagine. 20180408 04:11:19<+discordbot> I suppose since we didn't actually redo the scenarios and maps we don't really need to force people to restart 20180408 04:11:29< celticminstrel> Zookeeper quite likely even tested that they still work. 20180408 04:11:36<+discordbot> but I think it's absolutely ridiculous and I guarantee we will be explaining to at least one person why they dont see the new elves 20180408 04:11:39<+discordbot> All that said, I feel that the EH line's sprites aren't on par with mainline quality. 20180408 04:12:06<+discordbot> @shadowm can just be added to the elves revamp project 20180408 04:12:10< celticminstrel> TBH I think it's rather unlikely that anyone would miss the new elves because they loaded an old save. 20180408 04:12:29<+discordbot> The L2 and L3 lack animations and the baseframes are rather crude edits from back when I was still frankensteining sprites. 20180408 04:12:45<+discordbot> I was supposed to redo all three baseframes for IftU 2.0 but things happened. 20180408 04:12:50< celticminstrel> I see. 20180408 04:12:59<+discordbot> celmin: also loading utbs gives you macro redefinition errors he never fixed 20180408 04:13:10< celticminstrel> Yeah, but that's not really a game-breaker. 20180408 04:13:24< celticminstrel> The only way to fix it would be adding an undef for every macro in that file. 20180408 04:13:29< celticminstrel> Feel free to do that if you want. 20180408 04:13:50<+discordbot> but again, since AFAIK there are no gameplay changes, i suppose it's fine 20180408 04:13:56<+discordbot> or did he make gameplay changes 20180408 04:14:52<+discordbot> I regret not redoing the maps, really. 20180408 04:22:11-!- gallaecio [~quassel@57.99.79.188.dynamic.jazztel.es] has joined #wesnoth-dev 20180408 04:36:14<+discordbot> Just add an #undef immediatelyu above each #define 20180408 04:37:50< celticminstrel> Noooo don't do that. 20180408 04:38:00<+discordbot> WIP 20180408 04:38:00<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/432398683938488330/jinn.png 20180408 04:38:11<+discordbot> (very) 20180408 04:38:12< celticminstrel> The undefs should go in the UtBS _main.cfg, just before the file is included. 20180408 04:38:31< celticminstrel> I like the original about 10x better. 20180408 04:38:39<+discordbot> well yes 20180408 04:38:42< celticminstrel> That looks more like a wraith or some other undead spirit. 20180408 04:38:48<+discordbot> that's why I said WIP ๐Ÿ˜› 20180408 04:39:06< celticminstrel> Wel like I said, that looks more like an undead spirit than a spirit of smoke and sand. 20180408 04:39:11< celticminstrel> ^Well 20180408 04:39:54< celticminstrel> By every metric it's worse than the one posted in the thread. 20180408 04:40:15< celticminstrel> (At least in terms of suitability as a jinn, I'm not talking about quality of the art here.) 20180408 04:41:20< celticminstrel> So if it's very WIP and will in your opinion be awesome once it's done, all I can say is that there was no point even showing it off at this stage. Unless it was to get an idea of whether you're going in the right direction, which I don't think you are. 20180408 04:41:47<+discordbot> who knows, it might becomes a ghost 20180408 04:41:49<+discordbot> ๐Ÿ˜› 20180408 04:42:05< celticminstrel> Can't do that, ghosts are already known in Wesnoth and are completely different. 20180408 04:42:23<+discordbot> ghost 20180408 04:42:25<+discordbot> not Ghost 20180408 04:42:44< celticminstrel> I have no idea what that's supposed to mean. 20180408 04:42:52< celticminstrel> Ghosts aren't something you capitalize. 20180408 04:43:00< celticminstrel> The ghost of mainline is just a ghost, not a Ghost. 20180408 04:43:11< celticminstrel> It's only capitalized because it's in title-case. 20180408 04:43:25< celticminstrel> Not because it's a proper noun. 20180408 04:43:25<+discordbot> I mean a ghost being 20180408 04:43:33<+discordbot> not a being who is a unit of type Ghost 20180408 04:43:36 * celticminstrel sighs. 20180408 04:43:50< celticminstrel> Well anyway I strongly prefer the one in the thread to the one you just posted. 20180408 04:44:37< celticminstrel> Off the top of my head, the only changes I think I'd make to the one in the thread are that white line in the face (making it blue/purple to match the rest of the face) and the floating blobs around him (though that could be converted to a halo for the animations). 20180408 04:46:00<+discordbot> This is more an exercise in art for me 20180408 04:46:38< celticminstrel> Okay, fair enough. If it's not intended as a replacement for the jinn in the thread, then I don't have any notable criticisms of it as a general sprite. 20180408 04:52:32<+discordbot> clotn hs is evr hard ot shan 20180408 04:52:43< celticminstrel> I have no idea what you just said. 20180408 04:53:08<+discordbot> cloth is very hard to shade 20180408 05:17:44-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180408 05:22:04<+discordbot> Does anyone know if we have any active teams dealing with RTL language translations? 20180408 05:22:13<+discordbot> (Ivanovic?) 20180408 05:39:59-!- irker741 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180408 05:43:14<+discordbot> I know the additional Dunefolk units being discussed aren't really in the right place to discuss their sprites since I was mostly trying to work out what units to add at all, but if they aren't up to mainline standards, then that should be said there sooner rather than later. Sleepwalker isn't around anymore, and I don't know how much additional effort (if any) Kwandulin or Vyncyn would be willing to put into them, so if none 20180408 05:43:15<+discordbot> of them are fit for mainline then I suppose the topic of adding them could well be a moot point. 20180408 05:44:22<+discordbot> We can throw some money at someone to draw better baseframes 20180408 05:44:40<+discordbot> And by that I mean a commission. 20180408 05:46:07<+discordbot> oh, alright. I didn't realize that was an option. 20180408 05:46:33<+discordbot> for all of them, or are any in the thread usable? 20180408 05:48:25<+discordbot> the early-level wyverns look good 20180408 05:51:29<+discordbot> meaning the two level 1s, or the level 2 as well? 20180408 05:52:25< celticminstrel> The ones that look good, are we talking about Sleepwalker's originals on that mixed sheet? 20180408 05:53:13< celticminstrel> IMO the wyvern (at least the lower-level ones) and jinn sprites are basically fine, but I'm not entirely happy with the rocs. 20180408 05:53:57<+discordbot> Where's the sheet again? 20180408 05:54:26< celticminstrel> Linked somewhere in the thread. 20180408 05:55:47<+discordbot> https://forums.wesnoth.org/viewtopic.php?p=621552#p621552 20180408 05:56:18<+discordbot> so there's sleepwalker's 20180408 05:56:22<+discordbot> and then kwandulin's edits 20180408 05:57:01<+discordbot> and then the wyverns taken from Kwandulin's OoA 20180408 05:57:03<+discordbot> I propose we stick to sleepwalker's as much as possible 20180408 05:57:13<+discordbot> Kwandulin is good, but he's not as good as sleepwalker 20180408 05:57:20<+discordbot> (not intended as a criticism, just an observation) 20180408 05:59:07<+discordbot> actually, I just noticed why the level 3 in the list I proposed looks out of place - it's Sleepwalker's. 20180408 05:59:17<+discordbot> (I'd really like it if we could use that sprite in the bottom right of sleepwalker's) 20180408 05:59:48<+discordbot> next to the wyvern? 20180408 05:59:51<+discordbot> yes 20180408 05:59:58<+discordbot> and no, that's not sleepwalkers you proposed for lvl3 20180408 06:00:02<+discordbot> it's an edit of sleepwalker's 20180408 06:00:09<+discordbot> yeah 20180408 06:00:11<+discordbot> sw's original has no chair 20180408 06:00:19<+discordbot> the chair is what makes it hard to read 20180408 06:00:26<+discordbot> no chair plox 20180408 06:00:28<+discordbot> the others are much more different though 20180408 06:00:36<+discordbot> different spear/different armor 20180408 06:01:38<+discordbot> not sure what that bottom right sprite would be though; maybe a sage? 20180408 06:02:28<+discordbot> I was thinking a council member? 20180408 06:02:34<+discordbot> or a sage 20180408 06:02:57<+discordbot> either-or, really 20180408 06:03:32<+discordbot> indeed 20180408 06:03:49<+discordbot> the level 2 roc is definitely not suitable to go in 20180408 06:04:49<+discordbot> that one I did have a feeling about 20180408 06:05:01<+discordbot> if I'm being honest 20180408 06:05:01< celticminstrel> That gigantic one that has a weird pose? 20180408 06:05:06<+discordbot> it looks like bad taxidermy 20180408 06:05:11<+discordbot> yes 20180408 06:06:21< celticminstrel> I still think Coffee's rocs were better overall. 20180408 06:07:12< celticminstrel> So I guess if you were using just Sleepwalker's wyvern's you'd have something like, the left one as L2 and the right one as L1? 20180408 06:07:20< celticminstrel> ... 20180408 06:07:35< celticminstrel> I just noticed those sprites along the bottom could be a magus line too... 20180408 06:07:56<+discordbot> His look too brown, if I had to descibe them. or maybe too much of similar shades of brown? 20180408 06:08:07< celticminstrel> TBH I like most of those sprites quite a bit. 20180408 06:08:27< celticminstrel> Not a fan of the lizard rider or that weird snake thing. 20180408 06:08:51< celticminstrel> Which kinda feels like it's drawing from Aztec myth of all things. 20180408 06:09:02< celticminstrel> The feathered serpent or whatever. 20180408 06:09:15< celticminstrel> That one to the right of the lizard rider is also kinda busy. 20180408 06:09:46<+discordbot> looks kinda like a mini t-rex 20180408 06:09:59< celticminstrel> ...wait, those are the ones with minor edits by Kwandulin or...? 20180408 06:10:15<+discordbot> those are Kwandulins 20180408 06:10:20< celticminstrel> So the original sleepwalker only has one wyvern. 20180408 06:10:21<+discordbot> some are edits, some are brand new 20180408 06:10:24< celticminstrel> And no magus. 20180408 06:10:28<+discordbot> yes 20180408 06:10:35< celticminstrel> It does have the bowmen and the assasin though. 20180408 06:10:43< celticminstrel> And the overly-busy one. 20180408 06:11:17< celticminstrel> Wait, that one next to the wyvern could be a magus though, maybe. 20180408 06:11:37< celticminstrel> The white guys between the two melee lines are the flamethrower guys, right? 20180408 06:12:07<+discordbot> The one next to the wyvern on Sleepwalker's was the one Vultraz was proposing as being the council member 20180408 06:12:25< celticminstrel> Scrolling down from that I notice Zoomo was working on an animatino, wonder if that ever got integrated. 20180408 06:12:42<+discordbot> the first two are, not sure what the third one is - seems like he's holding a basket or something? 20180408 06:12:53< celticminstrel> Still, I do like Kwandulin's magi along the bottom of his sheet and even the one in the top right. 20180408 06:13:48< celticminstrel> Oh hey I even posted in that thread on the next page. 20180408 06:14:49< celticminstrel> FTR I'd be fine with just adding a single wyvern rider to begin with, rather than a full unit line. After all, it's not going to be in the faction. 20180408 06:15:52< celticminstrel> Vultraz, what do you think of the magi sprites? 20180408 06:16:07< celticminstrel> The top right one and the three along the bottom that don't have a ridiculous halo. 20180408 06:16:30<+discordbot> I'd like to keep the riderless wyvern as well, so maybe trim those back to the riderless one from Kwandulin's edits and Sleepwalker's original rider? 20180408 06:16:44<+discordbot> *riderless one from OoA 20180408 06:16:48< celticminstrel> Yeah, getting a riderless wyvern is good, indeed. 20180408 06:16:59< celticminstrel> IMO wyverns should have a poison attack, probably ranged. 20180408 06:17:44< celticminstrel> Maybe something like this (in general form, not in stats): https://github.com/CelticMinstrel/BlackCrossOfAleron/blob/master/units/rat_vapour.cfg#L31 20180408 06:18:24<+discordbot> wyverns with acid breath would be neat 20180408 06:18:43< celticminstrel> Unless they're wielding a lance, I doubt the wyvern's rider could bring any effective melee attack to bear. 20180408 06:19:08< celticminstrel> They are admittedly portrayed with what's obviously a polearm, though. 20180408 06:19:51< celticminstrel> But Sleepwalker's at least looks more like a halberd than a lance or pike... actually, wait, it looks like a sword... 20180408 06:21:02<+discordbot> it's a spear, with a sword on the end 20180408 06:21:04<+discordbot> ๐Ÿ˜› 20180408 06:21:17< celticminstrel> So... maybe like a glaive... 20180408 06:24:07<+discordbot> so the wyverns are getting trimmed back, and the L2 Roc by Vyncyn isn't usable for mainline. Was there a decision regarding the L1 Roc and the Jinn? 20180408 06:24:35< celticminstrel> IMO the jinn is fine, Vultraz I think had some issues with it though... 20180408 06:25:45< celticminstrel> My only issue with the L1 roc is that it's too small. I think it looks good, it just doesn't evoke the impressiveness of the roc. 20180408 06:26:09<+discordbot> Djinn is fine for now 20180408 06:26:19< celticminstrel> I'd support adding it if the plan is to later add a L2 roc that's bigger. 20180408 06:26:33< celticminstrel> The present L2 roc looks more like a L3 giant vulture to me. 20180408 06:26:38<+discordbot> In the thread, I called it a Young Roc, so that was never supposed to be a full-sized one. 20180408 06:27:06<+discordbot> which is still a bit bigger than the current Falcon, IIRC 20180408 06:27:08< celticminstrel> I see the roc as more of a bird of prey like a hawk or eagle. 20180408 06:27:31< celticminstrel> So the vulturesque nature of Vyncyn's(?) sprite doesn't really fit that image IMO. 20180408 06:29:02< celticminstrel> Coffee's larger sprite does fit the image but still has a bit of a weird pose. 20180408 06:29:46< celticminstrel> Actually I think it kinda looks like an attack pose for a dive? 20180408 06:29:55< celticminstrel> But then it's flapping its wings? 20180408 06:30:01< celticminstrel> I dunno. 20180408 06:30:11<+discordbot> yeah 20180408 06:30:19<+discordbot> there's something a bit off about it 20180408 06:30:26< celticminstrel> Ah, they weren't actually drawn by Coffee, he was just the one who posted them in the thread. 20180408 06:30:30<+discordbot> can't quite put my finger on what exactly 20180408 06:30:37< celticminstrel> It's better than the giant vulture, but it still has issues. 20180408 06:31:11<+discordbot> In any case though - the Jinn is fine for now at least; the wyverns will have Sleepwalker's rider and Kwandulin's riderless; and Vynvyn's L1 Roc is fine but the L2 needs a better base sprite. 20180408 06:31:18< celticminstrel> Did we even have a sprite for a sandworm? 20180408 06:31:25<+discordbot> not that I know of 20180408 06:31:31< celticminstrel> Unfortunate. 20180408 06:32:07<+discordbot> @Vultraz Is my summary correct? 20180408 06:32:41<+discordbot> If so, I'll post an update in the thread 20180408 06:35:18<+discordbot> anyway, I'm off for now. will be back on in an hour or so. 20180408 06:35:58-!- celticminstrel is now known as celmin|sleep 20180408 06:40:29<+discordbot> Basically 20180408 07:21:47-!- gallaecio [~quassel@57.99.79.188.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 20180408 07:21:48-!- gallaecio_ [~quassel@57.99.79.188.dynamic.jazztel.es] has joined #wesnoth-dev 20180408 07:42:58<+discordbot> alright 20180408 07:54:56-!- grzywacz [~karol@89-70-226-147.dynamic.chello.pl] has joined #wesnoth-dev 20180408 08:00:14-!- grzywacz [~karol@89-70-226-147.dynamic.chello.pl] has quit [Changing host] 20180408 08:00:14-!- grzywacz [~karol@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20180408 08:19:19-!- Oebele [~quassel@143.177.58.202] has joined #wesnoth-dev 20180408 08:25:11< Ivanovic> shadowm: the only languages that I know of that are RTL would be hebrew and arabic 20180408 08:25:16< Ivanovic> and both seem to be rather inactive these days 20180408 08:25:30< Ivanovic> you could check the changelog for the last version with a change... 20180408 08:26:52<+discordbot> 1.5.2 for Arabic, 1.9.4 for Hebrew. 20180408 08:27:20<+discordbot> just realised she hasn't checked IRC for over two days 20180408 08:28:24<+discordbot> @Vultraz Is it intentional that issues like #2843 are being allowed on the tracker? 20180408 08:30:22<+discordbot> @sevu Can you just point elias (elias on IRC) to it? I really don't have the energy or time to deal with units.w.o right now. 20180408 08:30:51<+discordbot> It is acceptable 20180408 08:31:07<+discordbot> There's a 98% chance that the issue does not have anything to do with the contents of wesnoth/wesnoth other than perhaps the update-wmlunits script. 20180408 08:31:48<+discordbot> Or if it is the case, that there's a more definite bug at work other than "units database stopped updating". 20180408 08:33:16<+discordbot> Also I guess he can point "master" to 1.14, but if he makes that change then this is going to need a simple tweak: https://github.com/wesnoth/wesmere/blob/master/static/docroot/units/index.xml#L56 20180408 08:34:35<+discordbot> At least this is a good reminder that I need to make an announcement for the 1.13.x add-ons server going into read-only to be archived on May 1st. 20180408 08:34:40<+discordbot> *read-only mode 20180408 08:35:57<+discordbot> (Also, for reference, if there's an urgent issue with the website the tracker is the last thing you want to use, because I check the tracker every two to 30 days.) 20180408 08:36:50<+discordbot> (And to my knowledge elias doesn't check it at all.) 20180408 08:44:32-!- irker431 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180408 08:44:32< irker431> wesnoth/wesnoth:master Charles Dang 77863cc526 SotA S2: fixed inconsistency between uni AppVeyor: All builds passed 20180408 08:57:03-!- hrubymar10 [~textual@ip-86-49-9-122.net.upcbroadband.cz] has joined #wesnoth-dev 20180408 08:57:10<+discordbot> It just came to my attention that SotA is probably the only mainline campaign using whitespace in its [campaignd] id=. 20180408 08:58:36< hrubymar10> There are so many whitespaces in source texts... the most are in wesnoth-manpages and wesnoth-manual 20180408 09:13:02-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180408 09:16:49< grzywacz> I have a problem with the "number of players" slider in the MP game creation screen. In the English version the string for the "minimum value label" is "Any", which fits in the UI. The translated string in Polish is going to be twice as long. Unfortunately instead of resizing the slider the text gets clipped. Not sure how to fix it. If the slider itself got shorter usability wouldn't suffer. 20180408 09:18:56<+discordbot> grzywacz : I am also facing layout issues in Czech. Maybe We could create issue for all these layout issues. 20180408 09:19:00<+discordbot> Spanish has the same issue for the record. 20180408 09:20:12< grzywacz> I imagine hardly any language is as concise as English... Other than Chinese/Japanese with their information density per character. 20180408 09:20:47< grzywacz> Another thing that bothers me now that I'm testing the translation, are the MP room names. 20180408 09:20:50<+discordbot> Japanese is hit-or-miss when it comes to neologisms and loanwords. 20180408 09:20:58<+discordbot> How do you translate in polish 'HP' or 'MP' labels? ๐Ÿ˜„ 20180408 09:21:01< grzywacz> They seem to be managed by the server, so are not translatable? 20180408 09:21:07<+discordbot> They end up transliterated syllable-by-syllable. 20180408 09:21:14< grzywacz> "Lobby" is translated in the UI, but the "lobby" room name cannot be. 20180408 09:21:21< grzywacz> The same with "this game" chat. 20180408 09:21:22<+discordbot> There's an open issue for that. 20180408 09:21:50<+discordbot> https://github.com/wesnoth/wesnoth/issues/2709 20180408 09:21:51< grzywacz> hrubymar10: Pลป, PR 20180408 09:21:55< grzywacz> Abbreviations. 20180408 09:22:15<+discordbot> Essentially that's going to remain unfixed until (potentially 1.14.1). 20180408 09:22:22<+discordbot> well, polish have these abbreviations ๐Ÿ˜„ Czech does not. 20180408 09:22:29< grzywacz> shadowm: excellent, thanks for pointing out 20180408 09:23:08< grzywacz> hrubymar10: our saving grace :D 20180408 09:24:22<+discordbot> I talked about it, because I fixed max label wide because of that recently ๐Ÿ˜„ 20180408 09:24:43< grzywacz> Yeah, I saw that conversation. 20180408 09:25:35< grzywacz> Coming fresh to the 1.14 UI... It took me like 30 seconds to figure out how to change my fraction in the game creation screen. 20180408 09:25:48<+discordbot> *faction 20180408 09:25:54<+discordbot> Yeah, that's to be expected. 20180408 09:26:21<+discordbot> And what about 'Continue Play' in replay view? How long it is after translating? 20180408 09:26:25<+discordbot> Also note https://github.com/wesnoth/wesnoth/issues/2815and the associated forum post. 20180408 09:26:32< grzywacz> Yes yes, faction. Glad to be corrected. :P I'm switching between the two languages now, so mistakes like this seep into my English vocabulary. 20180408 09:27:12-!- hrubymar10 [~textual@ip-86-49-9-122.net.upcbroadband.cz] has quit [Quit: hrubymar10] 20180408 09:27:13< grzywacz> shadowm: I appreciate how you're a breathing search index of all things Wesnoth :) :) :) 20180408 09:27:28<+discordbot> It's just coincidence. 20180408 09:27:59<+discordbot> Like I said I don't look at the tracker much these days. These two issues kind of cropped up in the middle of QAing the Spanish translation. 20180408 09:31:37<+discordbot> grzywacz : And what about 'Continue Play' in replay view? How long it is after translating to polish? 20180408 09:35:48< grzywacz> hrubymar10: overlaps the checkbox too 20180408 09:36:35< grzywacz> hah, nice, got an OOS immediately after starting a replay of my single player tutorial game 20180408 09:36:38< grzywacz> (WAT) 20180408 09:37:02<+discordbot> Ouch. That sounds serious. 20180408 09:37:19< grzywacz> Due to next unit id mismatch it seems? 20180408 09:39:55< grzywacz> ahh, I see. That's because one still gets to choose the hero at the beginning of the replay. :D 20180408 09:40:10< grzywacz> And it's possible to select a different one than originally used to play. 20180408 09:49:38<+discordbot> @shadowm I read the tracker multiple times a day 20180408 09:56:02<+discordbot> grzywacz: people really seem baffled by that >> button... 20180408 09:56:36<+discordbot> I mean, is it just because it's inconsistent with other buttons? 20180408 09:56:42<+discordbot> or is it something else 20180408 09:57:01<+discordbot> because in most apps, buttons don't have to have a, well, "button" background for people to know to click on them.. 20180408 09:57:58<+discordbot> I think 1) it doesn't look clickable and 2) >> doesn't intuitively suggest "you can change your faction by clicking here" 20180408 09:58:19<+discordbot> I couldn't think of an appropriate symbol 20180408 09:58:21<+discordbot> maybe a gear? 20180408 09:58:39<+discordbot> I think a gear would work better, yes. 20180408 09:58:56<+discordbot> let me see if we have a gear.. 20180408 10:00:07<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/432479748623433738/unknown.png 20180408 10:00:30<+discordbot> Looks much better. ๐Ÿ‘ 20180408 10:00:42<+discordbot> maybe it should go to the left of the number ๐Ÿค” 20180408 10:01:17<+discordbot> let's see how that looks 20180408 10:02:28<+discordbot> which do you think looks better 20180408 10:02:29<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/432480339097681930/unknown.png 20180408 10:02:57<+discordbot> I prefer numbers in the left. 20180408 10:03:02<+discordbot> ๐Ÿ‘Œ 20180408 10:04:38< irker431> wesnoth: Charles Dang wesnoth:master 1f0588883cdb / changelog.md data/gui/window/mp_staging.cfg: MP Staging: make Faction Select button's purpose more clear https://github.com/wesnoth/wesnoth/commit/1f0588883cdb9158caff7f9bbceda01e0774f27f 20180408 10:04:38< zookeeper> of course the >> doesn't look clickable, because literally every (?) other clickable thing in the UI looks different than it. 20180408 10:05:34< irker431> wesnoth: Charles Dang wesnoth:1.14 0c3c0a4e09f4 / changelog.md data/gui/window/mp_staging.cfg: MP Staging: make Faction Select button's purpose more clear https://github.com/wesnoth/wesnoth/commit/0c3c0a4e09f48af42db18c81823e2e9a282e57b4 20180408 10:09:35< zookeeper> the whole >>/gear button is kind of redundant anyway, since you already show the faction/leader/gender selections separately, which means those could double as the means of selecting them. 20180408 10:09:59<+discordbot> No you do not. 20180408 10:10:03<+discordbot> I mean, I 20180408 10:10:22< zookeeper> you don't what? 20180408 10:10:45<+discordbot> the Faction Select dialog used to only be seen by connecting players, and the host got various dropdowns for faction, leader, and gender 20180408 10:11:01<+discordbot> now both the host and connecting players use that dialog to set Faction, Leader, and Gender 20180408 10:12:16<+discordbot> You see the selections, yes, but you need this to actually select 20180408 10:12:46< zookeeper> oh, okay, so for technical reasons all the selections go through a single dialog? 20180408 10:12:55<+discordbot> yes 20180408 10:13:14< zookeeper> i see, sounds understandable 20180408 10:13:42<+discordbot> Indeed. 20180408 10:13:50<+discordbot> Now, any update on the story art? 20180408 10:14:23< zookeeper> yeah i think i figured it out 20180408 10:14:33<+discordbot> Also, I have been reminded (implicitly) to ask you to cease gazing into the maws of bequeathed equines and implement those EI and TRoW sprites before 1.14 20180408 10:15:52<+discordbot> (Tee hee) 20180408 10:19:01<+discordbot> (if it wasn't clear, I'm saying don't look a gift horse in the mouth) 20180408 10:21:49<+discordbot> @jyrkive regarding dynamic spritesheets: I assume with OGL we'll have a better method for generating them than loading each image as its own texture and then rendering it to a giant sheet texture? 20180408 10:22:41<+discordbot> It's better to load them to surfaces, combine the surfaces together on the CPU, then upload the merged surface as one texture. 20180408 10:22:52<+discordbot> oh? 20180408 10:22:54<+discordbot> interesting 20180408 10:23:21<+discordbot> I could probably implement that right now.. 20180408 10:23:54<+discordbot> The hard part of that is texture packing - determining where each sprite should go. 20180408 10:24:04<+discordbot> ah, true 20180408 10:24:09<+discordbot> I wonder if there's a library for that... 20180408 10:25:55<+discordbot> Packing algorithms are simple enough that a custom implementation wouldn't be much work. 20180408 10:25:56<+discordbot> http://clb.demon.fi/files/RectangleBinPack.pdf 20180408 10:26:00< zookeeper> simple dumb packing would still be pretty efficient in our case, i'd imagine. 20180408 10:26:01<+discordbot> https://gamedev.stackexchange.com/a/2839 20180408 10:26:11<+discordbot> The paper has even pseudocode descriptions. 20180408 10:26:41<+discordbot> The algorithm we started with was simple. Collect all the input items. Sort them by total pixels consumed, large-to-small. Lay them out in your texture in scanline order, just testing stuff from the topleft pixel to the topright pixel, moving down a line, and repeating, resetting to the topleft pixel after every successful placement. You either need to hardcode a width or come up with another heuristic for this. In an attempt to 20180408 10:26:42<+discordbot> preserve squareness, our algorithm would start at 128, then increase by 128s until it came up with a result that wasn't any deeper than it was wide. 20180408 10:26:44<+discordbot> this seems rather simple 20180408 10:27:04<+discordbot> not sure what "scanline order" is, though 20180408 10:28:50<+discordbot> "Scanline" means a horizontal line. So, I imagine it means "move from left to right, then to the next line". 20180408 10:30:55<+discordbot> So, basically'd just need to load all the images, create a giant surface, blit onto that surface while saving an image path-to-rect map, then create a new texture from that surface and add it to cache 20180408 10:31:36<+discordbot> May be better to precalculate locations of all sprites before allocating that surface. 20180408 10:32:25<+discordbot> The rectangles themselves are intended to be stored in gl::sprite objects. That's why they have member variables for pixel coordinates. 20180408 10:32:50<+discordbot> would this surface be (2^13)^2, or variable size? 20180408 10:33:15<+discordbot> Variable size. We don't want to waste VRAM. 20180408 11:04:33-!- vn971 [~vasya@94.158.103.15] has quit [Ping timeout: 268 seconds] 20180408 11:06:22< irker431> wesnoth/wesnoth:1.14 Charles Dang 697216e8ea Pofix entry for ab9f29a7a44372a3e3703fd8 AppVeyor: All builds passed 20180408 11:19:07-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180408 11:21:32< irker431> wesnoth: Charles Dang wesnoth:master 565c4dbf60b3 / data/campaigns/Secrets_of_the_Ancients/scenarios/07_Meeting_of_the_Minds.cfg: SotA S7: fixed inconsistent town name (fixes #2845) https://github.com/wesnoth/wesnoth/commit/565c4dbf60b38908025bae78d9a84002de6968f2 20180408 11:22:46< irker431> wesnoth: Charles Dang wesnoth:1.14 b86a2968fe87 / data/campaigns/Secrets_of_the_Ancients/scenarios/07_Meeting_of_the_Minds.cfg: SotA S7: fixed inconsistent town name (fixes #2845) https://github.com/wesnoth/wesnoth/commit/b86a2968fe87a7e4112e900070446d4a83808202 20180408 11:22:49< irker431> wesnoth: Charles Dang wesnoth:1.14 9f6b66c7383f / utils/pofix.py: Pofix entry for b86a2968fe87a7e4112e900070446d4a83808202 https://github.com/wesnoth/wesnoth/commit/9f6b66c7383f2dec849adc42acf943675428efa8 20180408 11:23:42< vn971> I wonder, was there a discussion to implement "copy" action when you select text in wesnoth? I can't find it anywhere. 20180408 11:24:16<+discordbot> text from where? 20180408 11:25:15< vn971> Basically, on my system, I would very much like to avoid it for various reasons. First, it fills the "copy" history of my clipboard manager with one (unneeded for me) entry. Second, IDK if it's relevant, but middle-click does not work inside wesnoth. It'd be a much better alternative for copying on Linux systems at least. 20180408 11:25:29< irker431> wesnoth: Charles Dang wesnoth:master 57c797d516bc / data/campaigns/Secrets_of_the_Ancients/scenarios/08_Carcyn.cfg: SotA S8: fixed inconsistent Ghost name (fixes #2846) https://github.com/wesnoth/wesnoth/commit/57c797d516bc909af36bced83b6a2bc2b90c0e42 20180408 11:25:30< vn971> @Vultraz text in e.g. room name, new game dialog. 20180408 11:26:04< vn971> @Vultaz also text in chat (lobby chat, new game room chat). 20180408 11:27:18< irker431> wesnoth: Charles Dang wesnoth:1.14 fc6c3ac04b89 / data/campaigns/Secrets_of_the_Ancients/scenarios/08_Carcyn.cfg: SotA S8: fixed inconsistent Ghost name (fixes #2846) https://github.com/wesnoth/wesnoth/commit/fc6c3ac04b899b4c7f629a1cd8d80101c7cbb20c 20180408 11:27:21< irker431> wesnoth: Charles Dang wesnoth:1.14 f64f51c10e7f / utils/pofix.py: Pofix entry for fc6c3ac04b899b4c7f629a1cd8d80101c7cbb20c https://github.com/wesnoth/wesnoth/commit/f64f51c10e7f7e45cae647111a27e61bb32626bd 20180408 11:27:29< vn971> The second issue of "mouse middle-click" is separate though, shouldn't have mentioned it. The current question is about auto-copying of text when you select it. 20180408 11:27:40<+discordbot> yeah, that used to be a thing, but you can't select that text anymore 20180408 11:27:53<+discordbot> unless it's in the checkbox 20180408 11:27:53<+discordbot> er 20180408 11:27:56<+discordbot> text box 20180408 11:28:03< vn971> @Vultraz you can sele.. yes, the text box. 20180408 11:28:05-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has quit [Remote host closed the connection] 20180408 11:28:17<+discordbot> you should be able t just ctrl c like anywhere else? 20180408 11:29:04< vn971> @Vultraz, yes, but it replaces the buffer even if you don't hit Ctrl C. Mere selection does it. 20180408 11:29:19-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has joined #wesnoth-dev 20180408 11:29:32<+discordbot> eh? 20180408 11:30:48< irker431> wesnoth: Charles Dang wesnoth:master 7942b53ee8e3 / changelog.md: Changelog entry for recent SotA fixes https://github.com/wesnoth/wesnoth/commit/7942b53ee8e3848f500e336bbbc74a1dacb520e6 20180408 11:31:02< vn971> @Vultraz steps to reproduce: 1. open wesnoth, join lobby 2. type anything in chat 3. select your text 4. go to another window and press Ctrl V (paste). 20180408 11:32:21< irker431> wesnoth: Charles Dang wesnoth:1.14 a8e33031c030 / changelog.md: Changelog entry for recent SotA fixes https://github.com/wesnoth/wesnoth/commit/a8e33031c030383ab01b12a423155e7961847460 20180408 11:33:01<+discordbot> doesn't happen for me 20180408 11:34:12<+discordbot> either in master or 1.14 20180408 11:36:00< vn971> @Vultraz that's good news for me though, because it means it's not an explicitly desired feature and there are chances to remove it. I'll compile master to test now and raise an issue. (Because it definitely does happen on my system.) 20180408 11:36:35<+discordbot> could be a problem with your system 20180408 11:36:37<+discordbot> especially if it's linux 20180408 11:36:52<+discordbot> in which case we cannot fix it 20180408 11:38:29-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 265 seconds] 20180408 11:40:52< vn971> @Vultraz we need more feedback from any other ppl on Linux then (I'm sure there are such). I'm absolutely sure it's not an accidental thing, and not a mess-up on my system only either. I'll mark it with "Linux" badge though, noting the possibility of it being Linux-only. 20180408 11:41:40<+discordbot> I can confirm it 20180408 11:42:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 11:43:36<+discordbot> On? 20180408 11:45:09< vn971> @Vultraz @sevu: https://github.com/wesnoth/wesnoth/issues/2847 20180408 11:45:37<+discordbot> As well Linux, not using a clipbord manager in my case 20180408 11:50:08< vn971> @Vultraz this could be a Linux-specific feature at some point because Linux usually (always?) has the following feature built-in to all apps: if you select any text and middle-click (with the mouse) on any text field, you get the selection pasted in the text field. It doesn't require you to ever hit "Ctrl C" or "Ctrl V". Also, technically, it stores data in another buffer ("SELECTION" buffer IIRC). So it does not, and should not, af 20180408 11:50:08< vn971> fect the "copy" buffer (called "PRIMARY" buffer IIRC). 20180408 11:56:09<+discordbot> Linux is a very frustrating Os sometimes,,, 20180408 11:56:42<+discordbot> This allows you to have two seperate buffers at a time, you can paste two different things the same time 20180408 11:59:21-!- octalot [~steve@77.119.130.195.wireless.dyn.drei.com] has joined #wesnoth-dev 20180408 12:01:42-!- Ivanovic [~ivanovic@p4FC53504.dip0.t-ipconnect.de] has joined #wesnoth-dev 20180408 12:03:28< vn971> yeah it's an extremely convenient feature to have. Really miss it in moments I wanna help and fix something on a Windows OS. 20180408 12:06:57<+discordbot> I agree that pasting with the middle mouse button, in particular, is convenient. I miss it when I'm on Windows. 20180408 12:22:03< grzywacz> Vultraz: as far as I'm concerned the gear still doesn't look button-ish, and doesn't invoke any associations with "factions" in my mind 20180408 12:22:30< grzywacz> I guess the rest of the UI uses a raised blue button pattern? 20180408 12:28:45< grzywacz> I've just tested the gear version on my wife who's somewhat familiar with wesnoth and it took her 30 seconds to figure it out. 20180408 12:29:12< grzywacz> I realize it must seem much more obvious if it's a design you're already familiar with. :) 20180408 12:29:49<+discordbot> meh 20180408 12:29:55<+discordbot> I'm sticking with the gear 20180408 12:30:14<+discordbot> a raised button would not look aesthetically pleasing 20180408 12:30:54<+discordbot> Usability is much more important than looks. 20180408 12:31:11< grzywacz> That's my take as well.. 20180408 12:31:14< vn971> grzywacz you're re-iterating this issue right? https://github.com/wesnoth/wesnoth/issues/2405 20180408 12:31:33< grzywacz> vn971: seems so 20180408 12:31:59< vn971> I agree to pretty much.. Would really-really get better if we change it a bit. 20180408 12:32:31< vn971> * sry for typo. English is not my native language.. 20180408 12:33:31< grzywacz> Can we do buttons with icons in the current GUI? That is, without text? 20180408 12:36:34<+discordbot> grzywacz: Yes, it's possible. https://github.com/wesnoth/wesnoth/blob/master/data/gui/widget/button_25x25.cfg#L221 20180408 13:05:24<+discordbot> I was working on moving my procedural button drawing code to a general place so it could be used by icon-less buttons, but never got around to finishing it 20180408 13:05:42<+discordbot> just.... I'll get back to it sometime 20180408 13:06:39<+discordbot> there are more important things 20180408 13:07:37< grzywacz> Well, I managed to get something working with the code as it is now. :D 20180408 13:07:50< grzywacz> Hardly a pinnacle of design, but seems to be a small step forward... 20180408 13:08:52<+discordbot> hm 20180408 13:09:00<+discordbot> well, actually, we do have 30x30 square buttons 20180408 13:09:29<+discordbot> let me see what this looks like 20180408 13:11:27< grzywacz> I got it working. 20180408 13:11:49<+discordbot> ok, no, this looks ugly as hell... let me try with 60 20180408 13:11:55< grzywacz> https://imgur.com/a/mmgkC 20180408 13:12:02< grzywacz> :D 20180408 13:12:41<+discordbot> oh wait 20180408 13:12:42<+discordbot> hang on 20180408 13:13:41<+discordbot> Well, I should have posted from here. 20180408 13:13:57<+discordbot> That's the most fitting icon I was able to find. ๐Ÿ˜‰ 20180408 13:15:13<+discordbot> oh boy did I just do something over-the-top 20180408 13:15:30<+discordbot> ๐Ÿ˜‚ 20180408 13:15:30<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/432528917195128833/unknown.png 20180408 13:15:37<+discordbot> oh :P 20180408 13:15:46<+discordbot> GIANT-ASS BUTTONS 20180408 13:16:24<+discordbot> I used 30 for the size. 20180408 13:16:29<+discordbot> this is 60 20180408 13:16:37<+discordbot> your idea of the unit grouping isn't bad 20180408 13:16:39<+discordbot> Yeah, didn't dare to try it. :) 20180408 13:18:14<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/432529604495015936/unknown.png 20180408 13:18:19<+discordbot> @grzywacz 20180408 13:19:18<+discordbot> My intuition was to go for a less prominent one, but given it's an important function... maybe 60px is better. Plus the icon at this size is more detailed with some weapons. 20180408 13:20:09<+discordbot> @jyrkive your thoughts? 20180408 13:20:48<+discordbot> I think a large button is indeed good because it's easy to notice. 20180408 13:21:15<+discordbot> should this large button remain in its current place 20180408 13:21:16<+discordbot> ? 20180408 13:21:28<+discordbot> Yes, I think so. 20180408 13:23:05< irker431> wesnoth: Charles Dang wesnoth:master dba3d409fcf6 / data/gui/ (widget/button_25x25.cfg window/mp_staging.cfg): MP Staging: made the faction select button about as prominent as you can get https://github.com/wesnoth/wesnoth/commit/dba3d409fcf64b356f34ad82a32fa762cc5dfb8c 20180408 13:23:11-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180408 13:23:31< irker431> wesnoth: Charles Dang wesnoth:1.14 d4ee030b59b8 / data/gui/ (widget/button_25x25.cfg window/mp_staging.cfg): MP Staging: made the faction select button about as prominent as you can get https://github.com/wesnoth/wesnoth/commit/d4ee030b59b8d13e33741ffe2af93188446c0b44 20180408 13:23:43<+discordbot> @grzywacz thanks for the idea of the unit icon 20180408 13:23:53<+discordbot> anyway, now no one has any excuse for not knowing what to click ๐Ÿ˜› 20180408 13:25:51<+discordbot> Happy to see such swift progress. :D 20180408 13:27:04<+discordbot> well, credit to you for the icon suggestion 20180408 13:34:15< octalot> @Vultraz, @shadowm re today's string changes - most of them are removing a translatable string and re-using an already-translated one. Is the change that celticminstral and I did in #2834 unnecessary? 20180408 13:34:53< octalot> (in #2834 we left the unused strings in the WML, so that the translations wouldn't become fuzzy) 20180408 13:35:24<+discordbot> uhhhh... 20180408 13:35:55<+discordbot> I don't think you need to leave it 20180408 13:41:14< celmin|sleep> Ooh, nice new shiny faction button! 20180408 13:41:27< celmin|sleep> Plus Vultraz continuing to fail at pofix... 20180408 13:47:19-!- celmin|sleep is now known as celticminstrel 20180408 13:56:03< irker431> wesnoth: Celtic Minstrel wesnoth:1.14 4331c7f4e90d / utils/pofix.py: Fix pofix https://github.com/wesnoth/wesnoth/commit/4331c7f4e90dc62a6ea0551abbe971261e7526e7 20180408 13:56:05< irker431> wesnoth: Celtic Minstrel wesnoth:1.14 9805fa8ad0b1 / po/wesnoth-sota/ (61 files): Run pofix on SotA strings https://github.com/wesnoth/wesnoth/commit/9805fa8ad0b17ca7a6be65b13e6301ee10337a7a 20180408 13:57:50< celticminstrel> Small flood incoming (force-pushing schema_fixes). 20180408 13:58:15< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 120e6e5e5f66 / data/ (4 files in 3 dirs): Fix erroneous/useless [event] in [titlescreen_music], [lobby_music], [editor_mus https://github.com/wesnoth/wesnoth/commit/120e6e5e5f6684d6c4def4463deb2ac64cbf1e99 20180408 13:58:17< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes b3c98424bacc / data/ (64 files in 18 dirs): Embrace turns=unlimited as a way of specifying unlimited turns https://github.com/wesnoth/wesnoth/commit/b3c98424bacc7d4e04832156872c865952182828 20180408 13:58:19< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 69de647501c7 / data/multiplayer/scenarios/ANL_utils/ (ANL_general_macros.cfg ANL_special_macros.cfg): ANL: Remove needless silent= key from [object]s https://github.com/wesnoth/wesnoth/commit/69de647501c7242ddbc42dc53c4aa1b775edf802 20180408 13:58:21< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 4dc25f6edb79 / data/campaigns/Legend_of_Wesmere/scenarios/ (8 files in 3 dirs): LoW: Remove redundant AI definitions https://github.com/wesnoth/wesnoth/commit/4dc25f6edb791e1aac123639d54ebb2e245c4399 20180408 13:58:23< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes a05dd4b4e70f / data/campaigns/Legend_of_Wesmere/scenarios/chapter2/07_Elves_Last_Stand.cfg: LoW7: Fix invalid use of aspects in [unit][ai] https://github.com/wesnoth/wesnoth/commit/a05dd4b4e70f8aeb9a120ea49b95d3e74dc7bd23 20180408 13:58:25< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 325c685446f8 / data/campaigns/Legend_of_Wesmere/utils/characters.cfg: LoW: Fix erroneous used of unrenamable and canrecruit keys in [side] when there https://github.com/wesnoth/wesnoth/commit/325c685446f89370fdc33d490dad2aca2d7caa73 20180408 13:58:27< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 1f04c887ccc4 / data/core/macros/ai_controller.cfg: Fix error in AI control core macros https://github.com/wesnoth/wesnoth/commit/1f04c887ccc41ed296b8b20030b4f83e2cfcf52b 20180408 13:58:29< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes ab6ee508138d / data/campaigns/Legend_of_Wesmere/ (7 files in 5 dirs): LoW: Several small fixes (misplaced keys mostly) https://github.com/wesnoth/wesnoth/commit/ab6ee508138d31e6bc4d27bd8248b3029128cc01 20180408 13:58:31< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes ea54c2a897cd / data/campaigns/Two_Brothers/scenarios/ (01_Rooting_Out_a_Mage.cfg 02_The_Chase.cfg): TB: Fix errors found by schema validator https://github.com/wesnoth/wesnoth/commit/ea54c2a897cdd7e521c55ad7d63e670bd04590ea 20180408 13:58:33< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes a03be65bb56e / data/campaigns/An_Orcish_Incursion/scenarios/ (02_Assassins.cfg 04_Valley_of_Trolls.cfg): AOI: Fix errors found by schema validator https://github.com/wesnoth/wesnoth/commit/a03be65bb56e5b7b029dbb2ad390a2f0942ef1b1 20180408 13:58:35< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 58216b3aaf36 / data/core/macros/unit-utils.cfg: Remove animate=no from {GUARDIAN} https://github.com/wesnoth/wesnoth/commit/58216b3aaf3643be2fe2cf782bfbe749cbb7cdc7 20180408 13:58:37< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes e1ed3731fe4a / data/campaigns/The_South_Guard/scenarios/ (05_Choice_In_The_Fog.cfg 06a_Tidings_Good_and_Ill.cfg 06b_The_Long_March.cfg): TSG: Fix errors found by schema validator https://github.com/wesnoth/wesnoth/commit/e1ed3731fe4ad3a90dbdb81b6c967fe02b6e6f55 20180408 13:58:39< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes bab810c57ab3 / data/campaigns/Heir_To_The_Throne/units/ (Battle_Princess.cfg Commander.cfg Fighter.cfg Lord.cfg Princess.cfg): HTTT: Unit variations don't need an ID https://github.com/wesnoth/wesnoth/commit/bab810c57ab38398718b89caf068fb3fd4aecdb3 20180408 13:58:41< grzywacz> A wall of Commits hits you, you die... 20180408 13:58:41< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes dd08e03d64c0 / data/core/macros/items.cfg: [effect]apply_to=new_animation does not support name https://github.com/wesnoth/wesnoth/commit/dd08e03d64c08251815e08adf4677cc8abd285e3 20180408 13:58:43< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 1440beaa7fa6 / data/campaigns/Heir_To_The_Throne/scenarios/ (4 files): HTTT: Fix errors found by schema validator https://github.com/wesnoth/wesnoth/commit/1440beaa7fa650c64d4d7179fdd87704c9693fe7 20180408 13:58:45< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 6da61d87e1b5 / data/campaigns/Eastern_Invasion/scenarios/ (5 files): EI: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/6da61d87e1b5a5a0c8c7fb9f93b1409972e81fdb 20180408 13:58:47< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes b7f6d7ee0ef4 / data/campaigns/The_Hammer_of_Thursagan/scenarios/12_The_Underlevels.cfg: HoT: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/b7f6d7ee0ef427fa206277e21a051b2ad7092ceb 20180408 13:58:49< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes ffb7be165af6 / data/campaigns/Descent_Into_Darkness/scenarios/ (7 files): DiD: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/ffb7be165af60f689a90335ca6ae4189ddfef434 20180408 13:58:51< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 72507af3fd46 / data/campaigns/Delfadors_Memoirs/scenarios/ (3 files): DM: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/72507af3fd46479247c1e00e2890438ecbcf9a5a 20180408 13:58:53< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 13a66015fe87 / data/campaigns/Dead_Water/scenarios/ (01_Invasion.cfg 04_Slavers.cfg): DW: Remove [message]duration key since it does absolutely nothing https://github.com/wesnoth/wesnoth/commit/13a66015fe87f85d9b60b02145fe670362801607 20180408 13:58:55< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 0c2c34693f6c / data/campaigns/Dead_Water/scenarios/10_The_Flaming_Sword.cfg: DW: Fix a couple more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/0c2c34693f6cae230185b12abdecb6390f8fe491 20180408 13:58:57< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 58f527cff3ac / data/campaigns/Secrets_of_the_Ancients/maps/ (16 files): SotA: Remove obsolete map headers https://github.com/wesnoth/wesnoth/commit/58f527cff3ac49861233025c8da7288caff5bcaf 20180408 13:58:59< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 08f1d063b31f / data/campaigns/Secrets_of_the_Ancients/ (5 files in 2 dirs): SotA: Remove weird terrain='' convention https://github.com/wesnoth/wesnoth/commit/08f1d063b31f3e49705c1fdd43710aebbb0604ec 20180408 13:59:01< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 1538670928cb / data/campaigns/Secrets_of_the_Ancients/scenarios/ (5 files): SotA: Fix a few more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/1538670928cbb66fb63d90a735a8b2a2aaeaeaf9 20180408 13:59:03< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 3301e489f7ff / data/campaigns/Sceptre_of_Fire/scenarios/ (1_A_Bargain_is_Struck.cfg 8_The_Dragon.cfg 9_Caverns_of_Flame.cfg): SoF: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/3301e489f7ffea2cf3df68886b9fc075f2c20fb6 20180408 13:59:05< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes aefaefe6f439 / data/campaigns/Northern_Rebirth/utils/herodeaths.cfg: NR: usage= and alignment= not supported in SUF https://github.com/wesnoth/wesnoth/commit/aefaefe6f4395091b7a1a878c59b193f8b679895 20180408 13:59:07< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes b8008885fe51 / data/campaigns/Northern_Rebirth/scenarios/ (9 files): NR: Explicitly specify redundant side parameter in unit macros https://github.com/wesnoth/wesnoth/commit/b8008885fe51cfea28ab507f8e2d093a805fa4a4 20180408 13:59:09< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 533409f3d5ab / data/campaigns/Northern_Rebirth/scenarios/ (08b_Ray_of_Hope.cfg 10a_Stolen_Gold.cfg 13a_Showdown.cfg): NR: [ai]villages_per_scout= is an integer https://github.com/wesnoth/wesnoth/commit/533409f3d5ab707183bbcac9f67b213f7e38b2ed 20180408 13:59:11< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 322e6105299c / data/campaigns/Northern_Rebirth/scenarios/ (10a_Stolen_Gold.cfg 12a_Get_the_Gold.cfg 13a_Showdown.cfg): NR: [store_unit] does not support fire_event https://github.com/wesnoth/wesnoth/commit/322e6105299cc7444240b0909d569b1fdef12c22 20180408 13:59:13< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes d1f8a8ec2b60 / data/campaigns/Northern_Rebirth/scenarios/ (4 files): NR: Fix a few more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/d1f8a8ec2b60a7738bccbf429a7c16a8a53ff802 20180408 13:59:15< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes b60c6c4631e8 / data/campaigns/Under_the_Burning_Suns/scenarios/ (5 files): UtBS: [objectives] does not support show= https://github.com/wesnoth/wesnoth/commit/b60c6c4631e85a12528a6b4a3567e55ad63f2c26 20180408 13:59:17< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 755714430f7c / data/campaigns/Under_the_Burning_Suns/scenarios/ (10 files): UtBS: [scenario]snapshot= doesn't seem like it would have any useful effect https://github.com/wesnoth/wesnoth/commit/755714430f7ce6c59ab869e0cce6f13de619e80b 20180408 13:59:19< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes e951d2279af9 / data/campaigns/Under_the_Burning_Suns/scenarios/ (06a_In_the_Tunnels_of_Trolls.cfg 06b_In_the_Domain_of_Dwarves.cfg): UtBS: silent= is meaningless in [object][modifications] https://github.com/wesnoth/wesnoth/commit/e951d2279af94cdfc334089b276156a0cfd5de2e 20180408 13:59:21< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 66728dfd1ea5 / data/campaigns/Under_the_Burning_Suns/scenarios/ (6 files): UtBS: Fix a few more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/66728dfd1ea5d11b2feb66196dd81bdd1872a4f3 20180408 13:59:23< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 885a22f2aca0 / data/campaigns/The_Rise_Of_Wesnoth/scenarios/ (21_The_Plan.cfg 23_Epilogue.cfg): TRoW: Fix a couple of issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/885a22f2aca01a0328b451fbd36db110d408ab0b 20180408 13:59:25< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes ba833c4b2fbd / data/campaigns/Heir_To_The_Throne/ (scenarios/01_The_Elves_Besieged.cfg utils/intro.cfg): HTTT: Fix toplevel [story] https://github.com/wesnoth/wesnoth/commit/ba833c4b2fbd98578006c1c45abe6d5e2b17abac 20180408 13:59:27< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 52f96091d6b2 / data/campaigns/The_Rise_Of_Wesnoth/scenarios/ (15 files): TRoW: [scenario] does not support bonus=yes https://github.com/wesnoth/wesnoth/commit/52f96091d6b2bdb4895424cd04b4229f21685aff 20180408 13:59:29< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 1c9e1993fef3 / data/campaigns/The_Rise_Of_Wesnoth/ (scenarios/16_The_Kalian.cfg units/Kalian.cfg): TRoW: [unit]image= is not supported https://github.com/wesnoth/wesnoth/commit/1c9e1993fef3f567463bdea48b50527c9d40003b 20180408 13:59:31< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 282dd7ef46f7 / data/campaigns/ (2 files in 2 dirs): HTTT, SoF: Fix a couple more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/282dd7ef46f7dd43957d06a40264610f2b2fff90 20180408 13:59:33< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 0ec181686d66 / data/scenario-test.cfg: Test scenario: remove useless [object]silent=yes https://github.com/wesnoth/wesnoth/commit/0ec181686d66c11555c53221b52a16bd3951bef3 20180408 13:59:35< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 7267f1934e82 / data/scenario-test.cfg: Test scenario: Fix invalid [message] key https://github.com/wesnoth/wesnoth/commit/7267f1934e8221306775038b5a3fdc5164ff0f8a 20180408 13:59:37< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes c74426e59254 / data/scenario-story.cfg: Story test scenario: Fix misplaced duplicate map data https://github.com/wesnoth/wesnoth/commit/c74426e59254ddb6b81814fca95d574c8744c587 20180408 13:59:39< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 301746cb2b17 / data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg: LoW: [scenario]snapshot= is not supported https://github.com/wesnoth/wesnoth/commit/301746cb2b17f049ec4b2df4ae7244a722ac64df 20180408 13:59:41< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes ec2c2d74d27d / data/campaigns/Legend_of_Wesmere/scenarios/chapter3/12_Revelations.cfg: LoW MP: Fix a few more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/ec2c2d74d27d8b9348aeccebb6ae2f63bcd4ef98 20180408 13:59:43< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 05143cc65fed / data/ (3 files in 3 dirs): Fix a few schema issues in some of the interactive test scenarios https://github.com/wesnoth/wesnoth/commit/05143cc65fed6c890fb0dc639bd995a0cca302b1 20180408 13:59:45< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 77cebfb74e83 / data/ai/micro_ais/scenarios/ (7 files): MicroAI Tests: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/77cebfb74e83ca07c9b56bb670dfcce07dc272d3 20180408 13:59:46<+discordbot> Funny it's silent here but IRC is scrolling like crazy. :) 20180408 13:59:47< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes b26f02919d09 / data/test/ (maps/pathfind_1.cfg scenarios/test_menu_items.cfg): WML Unit Tests: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/b26f02919d0920fd64a0ffc5f157d35201c9938e 20180408 14:00:22< celticminstrel> Argh, forgot something and need to force-push the last ~10 commits again. 20180408 14:00:28< octalot> wait 20180408 14:01:24< octalot> po-fix didn't fix the already-translated Hungarian. "A nevem Ras-Tabahn. รœdvรถzรถllek a laboratรณriumomban, tarynthi Ardonna." 20180408 14:04:52< octalot> meh, also Italian, Japanese, lt, sk, ... 20180408 14:05:28< celticminstrel> Probably the best we can do there is note it in the translator's mailing-list. It's not the end of the world if it stays like this, at least. 20180408 14:05:43< celticminstrel> Because it doesn't change the meaning of the string to omit that extra R. 20180408 14:05:50< octalot> ok 20180408 14:07:35<+discordbot> thanks for fixing the pofix 20180408 14:07:45< celticminstrel> BTW, does anyone know if [color_range] or [color_palette] are documented on the wiki anywhere? 20180408 14:08:08-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:2112:4b22:e67:eef2] has joined #wesnoth-dev 20180408 14:08:09<+discordbot> no idea 20180408 14:16:19< celticminstrel> Loading is so sloooow... and presumably --nocache is not helping... 20180408 14:19:33-!- Oebele [~quassel@143.177.58.202] has quit [Remote host closed the connection] 20180408 14:21:29<+discordbot> hm 20180408 14:22:25<+discordbot> I wonder what the changes of the images in any given directory when arranged in a square would exceed the max texture size 20180408 14:22:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180408 14:22:53-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 14:23:13<+discordbot> A 8192x8192 texture at 32 bits per pixel is 256MB. 20180408 14:23:25<+discordbot> Besides, we'll use multiple texture atlases. 20180408 14:23:45<+discordbot> I think it's very unlikely we'd exceed the limits. 20180408 14:29:04< celticminstrel> Okay, I have a file that's staged for add but deleted on disk, can I get it back somehow? 20180408 14:31:43<+discordbot> is casting to int the equivalent of std:trunc? 20180408 14:32:00<+discordbot> (except, of course, it's not a float) 20180408 14:32:32<+discordbot> Yes: "The implicit conversion from floating-point to integral types also rounds towards zero, but is limited to the values that can be represented by the target type." 20180408 14:39:07-!- hrubymar10 [~textual@78.108.103.216] has joined #wesnoth-dev 20180408 14:41:21< celticminstrel> Yes, trunc is "round towards zero". 20180408 14:43:29-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180408 14:44:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 14:44:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180408 14:45:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 14:45:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180408 14:45:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 14:46:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180408 14:46:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 14:47:39< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 29b4522911d5 / data/campaigns/The_Rise_Of_Wesnoth/ (scenarios/16_The_Kalian.cfg units/Kalian.cfg): TRoW: [unit]image= is not supported https://github.com/wesnoth/wesnoth/commit/29b4522911d5a1d645d2776bb7cd7a3da5c585be 20180408 14:47:41< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 0e6f2396e3d6 / data/campaigns/ (2 files in 2 dirs): HTTT, SoF: Fix a couple more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/0e6f2396e3d69d5913b09d4acbe9242b50be5b03 20180408 14:47:43< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 6b4635ada1d7 / data/scenario-test.cfg: Test scenario: remove useless [object]silent=yes https://github.com/wesnoth/wesnoth/commit/6b4635ada1d7a45bbd8d527c0368606b4d7e62b7 20180408 14:47:45< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 4e4137a6e3e0 / data/scenario-test.cfg: Test scenario: Fix invalid [message] key https://github.com/wesnoth/wesnoth/commit/4e4137a6e3e0562bb46c5d8a3637c4c10a913324 20180408 14:47:47< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 000e41d92568 / data/scenario-story.cfg: Story test scenario: Fix misplaced duplicate map data https://github.com/wesnoth/wesnoth/commit/000e41d92568074eb3a49c0759bd244a2575cfc7 20180408 14:47:49< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 2301cbb80fd1 / data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg: LoW: [scenario]snapshot= is not supported https://github.com/wesnoth/wesnoth/commit/2301cbb80fd139260b6d8b1b6829f04f153f9abd 20180408 14:47:51< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 64ec4e06c324 / data/campaigns/Legend_of_Wesmere/scenarios/chapter3/12_Revelations.cfg: LoW MP: Fix a few more issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/64ec4e06c324e1cdacbe0d37bcf27e5c4a4ebd08 20180408 14:47:53< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 9ff647cdc5e8 / data/ (3 files in 3 dirs): Fix a few schema issues in some of the interactive test scenarios https://github.com/wesnoth/wesnoth/commit/9ff647cdc5e8885c7357e61108f8e1768702fc1a 20180408 14:47:55< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes f4b8ec4172f5 / data/ai/micro_ais/scenarios/ (7 files): MicroAI Tests: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/f4b8ec4172f5854eb58aa28a36f69d40a2942cb6 20180408 14:47:57< irker431> wesnoth: Celtic Minstrel wesnoth:schema_fixes 8ae121299ff9 / data/test/ (maps/pathfind_1.cfg scenarios/test_menu_items.cfg): WML Unit Tests: Fix issues found by the schema validator https://github.com/wesnoth/wesnoth/commit/8ae121299ff99135690c96a9d9bf7fd301e4fa68 20180408 14:49:28< celticminstrel> \o/ 20180408 14:49:43< celticminstrel> 'Tis done! Unless someone points out other problems, of course. 20180408 14:54:09<+discordbot> How do you do 2D index iterating again ? 20180408 14:54:56<+discordbot> I donโ€™t think I ever memorized the formula 20180408 14:57:35<+discordbot> Two nested loops. One for Y, the other for X. 20180408 14:59:20< matthiaskrgr> o.o 20180408 14:59:39<+discordbot> I remembered that much... itโ€™s the index lookup I forgot. 20180408 14:59:48<+discordbot> Maybe since itโ€™s 2 am 20180408 15:01:28<+discordbot> What are you trying to loop? Every pixel in an image? 20180408 15:01:32<+discordbot> And if yes, why? 20180408 15:02:02< matthiaskrgr> for (int x = 0; x < limit ; x++) { for (int y = 0; x < limit; y++) { bla = foo[x][y] ... 20180408 15:02:05< matthiaskrgr> something like this? 20180408 15:02:21<+discordbot> Well, itโ€™s a single container. 20180408 15:02:32<+discordbot> But anyway, no. 20180408 15:02:41< matthiaskrgr> :( 20180408 15:02:56<+discordbot> What kind of container do we have that uses 2D indices? 20180408 15:03:18<+discordbot> perhaps I'm describing this wrong. 20180408 15:03:23<+discordbot> All C++ standard library sequence containers (array, vector, list, deque) are 1-dimensional. 20180408 15:03:27<+discordbot> actually, I'm certainly doing so 20180408 15:03:50<+discordbot> I'll resume work tomorrow... 20180408 15:05:48<+discordbot> I basically got stuck at your "May be better to precalculate locations of all sprites before allocating that surface." suggestion 20180408 15:07:08<+discordbot> was thinking some weird logic of running through n number of surfaces that are supposed to be in a row, getting the max height, then moving to the next row with the appropriate y, then getting the max width and total height and allocating the giant surface and blitting them together 20180408 15:07:45<+discordbot> i had a vector of surfaces and the number of images that should go in a row and column, but now i need to calculate all their rectangles on the final thing 20180408 15:08:06< celticminstrel> But the new faction button looks great! 20180408 15:08:10<+discordbot> initially I had been just going to size it for largest surf w * num per row, likewise for height 20180408 15:08:15<+discordbot> but you said, no, that's a waste 20180408 15:08:17<+discordbot> >_> 20180408 15:08:52<+discordbot> ie, this was the original logic: cpp // Load all the images; std::vector surfs; for(const auto& f : file_paths) { surface temp = image::get_image(f); if(!temp.null()) { surfs.push_back(std::move(temp)); } } if(surfs.empty()) { return; } const int cols = static_cast(std::sqrt(surfs.size())); const int rows = 20180408 15:08:52<+discordbot> static_cast(std::ceil(surfs.size() / static_cast(cols)); // TODO: unify this logic? const unsigned res_w = cols * std::max_element(surfs.begin(), surfs.end(), [](const surface& lhs, const surface& rhs) { return lhs->w < rhs->w; }); const unsigned res_h = rows * std::max_element(surfs.begin(), surfs.end(), [](const surface& lhs, const surface& rhs) { return lhs->h < rhs->h; }); // Check that we 20180408 15:08:53<+discordbot> won't exceed max texture size. TODO: handle? assert(res_w <= 8192) && res_h <= 8192); // Assemble everything surface res = create_neutral_surface(res_w, res_h); 20180408 15:11:21<+discordbot> i probably just spammed celmin's screen with that paste 20180408 15:11:39< celticminstrel> It was only three messages, so not too bad. 20180408 15:11:46< celticminstrel> Three very long messages, but still. 20180408 15:11:52<+discordbot> Specifically, the idea I had about surface packing starts by calculating the total size of all surfaces, and from there the minimum size of the texture that might be enough (both dimensions rounded up to nearest power-of-two; the target aspect ratio 1:1 or 1:2). 20180408 15:11:58< celticminstrel> Very long in my client with my window size means up to about four lines. 20180408 15:12:32< celticminstrel> For some reason discordbot removes all the line breaks from pastes, which I suppose is helpful when I'm not looking at them. >_> 20180408 15:12:40<+discordbot> Then attempting to pack them. If not all sprites fit, double the length of the shorter side (in case of tie, height). 20180408 15:12:51<+discordbot> hm 20180408 15:13:01<+discordbot> that's a bit different from what was thinking 20180408 15:13:05<+discordbot> probably better, I guess? 20180408 15:13:42<+discordbot> I was planning to use a significantly more advanced packing algorithm from the paper I linked. 20180408 15:14:18<+discordbot> maybe I should just leave this to you, then. 20180408 15:15:52< celticminstrel> So I'll have to adapt the IPF compiler to use the gl::sprite stuff eventually, I guess... 20180408 15:15:55<+discordbot> Though I suppose the actual packing algorithm can be improved later 20180408 15:16:16< celticminstrel> I looked at it earlier but I forget if it included the pixel width and height or if it only had pixel coordinates.. 20180408 15:16:27<+discordbot> This could just be simple implementation to get it working 20180408 15:17:09<+discordbot> celticminstrel: getting the IPF compiler to work together with sprites would involve making each sprite and draw_op to store a reference to the required shader state (both the actual shader and the values of all uniforms). 20180408 15:17:34< celticminstrel> Huh? 20180408 15:17:57< celticminstrel> Well, if you say so. I'm not gonna do it anytime soon though/ 20180408 15:18:02< celticminstrel> Maybe in a few months. 20180408 15:18:13<+discordbot> The rendering code needs to minimize OpenGL state changes. 20180408 15:18:36< celticminstrel> I might have questions for you when the time comes, so hopefully you'll still be around... 20180408 15:18:50<+discordbot> It needs to scan every draw_op for the required shader state and sort them so that operations with the same shader state are run together. 20180408 15:18:55< celticminstrel> BTW, there's no problem with having one shader for every used IPF chain type, right? 20180408 15:19:11<+discordbot> Yep, one shader per IPF chain is the way to do it. 20180408 15:19:31< celticminstrel> By "chain type" I mean the chain of functions used irrespective of arguments (in most cases, there are a few IPFs where the arguments are relevant too). 20180408 15:19:55< celticminstrel> I'll need to get WFL compiled down to shader functions, too. 20180408 15:20:06<+discordbot> Activating the correct shader and submitting uniform values is also the responsibility of the rendering code. look at the first draw_op, activate the shader, submit uniform values, and finally perform all draw_ops with the same values. 20180408 15:23:27<+discordbot> What's the Strict Synchronization option for game creation do? 20180408 15:23:40<+discordbot> the hover text for it is not really helpful 20180408 15:23:50<+discordbot> It activates stricter OOS checks. 20180408 15:24:07<+discordbot> meaning what, exactly? 20180408 15:25:16<+discordbot> That seems like something that should just be done always, unless it has a chance to break things. 20180408 15:26:51<+discordbot> and if it has a chance to break certain types of things, then that should have been stated in the hover. 20180408 15:30:52<+discordbot> Looking at source code shows that it activates so-called mp_debug_checkup. 20180408 15:30:54<+discordbot> https://github.com/wesnoth/wesnoth/blob/1.14/src/synced_checkup.hpp#L66 20180408 15:31:04<+discordbot> "This checkup always compares the results in from different clients in a mp game but it also causes more network overhead." 20180408 15:31:51<+discordbot> maybe it should be hidden from UI when not using debug mode? 20180408 15:36:46<+discordbot> the faction chooser button is definitely a lot more obvious now though. 20180408 15:51:27-!- gfgtdf [~chatzilla@x4e3684e0.dyn.telefonica.de] has joined #wesnoth-dev 20180408 15:52:04< gfgtdf> "Strict Synchronization " is mostly a debugging feature, when it was added, it was called "debug OOS" 20180408 15:52:14< gfgtdf> maybe we shoudl show that chabox in debug mode only. 20180408 15:52:22< gfgtdf> not sure on the last part 20180408 15:52:44< celticminstrel> Bah, who added random_placement anyway, it's so poorly implemented. :( 20180408 15:52:52< celticminstrel> It doesn't properly scope its variable! >< 20180408 15:53:34< celticminstrel> Wait! 20180408 15:53:39< celticminstrel> I missed it. :( 20180408 15:53:51< celticminstrel> Well okay, at least it does do it. 20180408 15:54:28< celticminstrel> Still TBH I would've preferred (for example) not using a [filter_location] and using [do] instead of [command] for consistency with other loops, and it should really accept multiple of the command tag. 20180408 15:55:13< celticminstrel> And a default variable name would've been nice too. 20180408 16:04:19<+discordbot> what tag are you talking about? 20180408 16:04:35< celticminstrel> [random_placement] 20180408 16:06:12-!- EliDupree [~quassel@2604:a880:400:d0::9bb:2001] has quit [Ping timeout: 260 seconds] 20180408 16:07:19-!- EliDupree [~quassel@2604:a880:400:d0::9bb:2001] has joined #wesnoth-dev 20180408 16:15:31<+discordbot> @Vultraz You have to read the tracker multiple times a day as release manager by means of email notifications, I know. 20180408 16:16:58<+discordbot> octalot: Removing strings during a string freeze is allowed as long as you know they're not going to be needed again 20180408 16:19:21< celticminstrel> gfgtdf: There exists a [leader] tag in [side], but IIRC it requires no_leader=yes in order to work; do you think for master we could remove that restriction? 20180408 16:19:46< gfgtdf> [leader] is simply te same as [unit] wioth canrecruit=yes. 20180408 16:19:53< celticminstrel> Yes. 20180408 16:20:26< gfgtdf> master (and 1.14) don't need no_leader at all, just omit type= and the wesntoh ending will not gnerate a leader from [side] 20180408 16:20:29< celticminstrel> But IMO if you use a [leader] tag and there's no type key in [side], the game shouldn't attempt to spawn a unit from [side] (just as if you'd specified no_leader=yes). 20180408 16:20:33< celticminstrel> Oh, okay. 20180408 16:20:34< gfgtdf> (1.12 just gave an erro in that case) 20180408 16:20:38< celticminstrel> Yeah. 20180408 16:20:41< celticminstrel> That was annoying. 20180408 16:20:49< celticminstrel> But if it's no longer needed, I'll give it a try in my addon. 20180408 16:22:12< celticminstrel> Uh. "[random_placement] failed to place items, only 5 items were placed" but num_items=5, WTH? 20180408 16:23:56-!- hrubymar10 [~textual@78.108.103.216] has quit [Quit: hrubymar10] 20180408 16:24:44< celticminstrel> I think I see the problem, the message should use i-1 instead of i. 20180408 16:24:51-!- hrubymar10 [~textual@78.108.103.216] has joined #wesnoth-dev 20180408 16:25:11< gfgtdf> ye the message is wrong 20180408 16:32:35-!- gfgtdf [~chatzilla@x4e3684e0.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.7.3/20180322140748]] 20180408 16:34:34< celticminstrel> share_vision=shroud doesn't seem to be working? 20180408 16:35:14< celticminstrel> Also, share_vision seems to not be respecting team name? 20180408 16:36:26< celticminstrel> gfgtdf: In this scenario I start with full access to the vision of sides 2, 3, and 4. 20180408 16:36:27< celticminstrel> https://github.com/CelticMinstrel/BlackCrossOfAleron/blob/master/scenarios/05-reinforcements.cfg 20180408 16:36:48< celticminstrel> Expected behaviour is to only access the shroud (but not fog) of sides 2 and 3. 20180408 16:41:27< celticminstrel> ...wait. 20180408 16:42:21< celticminstrel> I had share_maps=no but share_view=yes? 20180408 16:42:28< celticminstrel> (The latter implicitly.) 20180408 16:42:59< celticminstrel> I guess that doesn't really make sense, but perhaps I just omitted it with the thought that if maps are not shared then the sharing of view is irrelevant. 20180408 16:44:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180408 16:44:27< celticminstrel> FTR, I got the wrong behaviour when updating sides 1,2,3 to share_vision=shroud and side 4 to share_vision=all. 20180408 16:44:34 * celticminstrel hopes gfgtdf comes back soon. 20180408 16:44:57-!- octalot [~steve@77.119.130.195.wireless.dyn.drei.com] has quit [Ping timeout: 268 seconds] 20180408 16:45:49< celticminstrel> (It's the wrong update for what I actually wanted, but it also doesn't give the behaviour that would be expected based on those keys.) 20180408 16:46:55< celticminstrel> ...even when changing it to share_vision=none I can still see sides 2,3,4. :| WTH? 20180408 16:47:25< celticminstrel> ... 20180408 16:47:44< celticminstrel> I think it might actually be a bug in my code (missing side= in [unit] tags). 20180408 16:48:01< celticminstrel> It would be a lot more helpful if that were an error rather than defaulting to side 1. Can we please do that on master? 20180408 16:48:37<+discordbot> I didn't read all of above, but I recall that the thing which counts for your side is if your allies have share_vicion=whatever 20180408 16:49:46-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 16:50:10< celticminstrel> Yeah there was a bug in my code as I just mentioned. Sorry for the false alarm. 20180408 16:56:06< celticminstrel> ISTR there was a campaign with an elvish princess unit or something, what campaign was it again? 20180408 16:56:32<+discordbot> Mainline ot UMC? Because core has the Elvish Lady which is used in a late HttT cutscene. 20180408 16:56:54< celticminstrel> I was looking to replace the Elvish Lady with something a bit nicer, so UMC. 20180408 17:03:02< celticminstrel> share_vision doesn't seem to be working in [modify_side] though... 20180408 17:03:32< celticminstrel> ...I should check if I already have an elvish princess unit in the WIP sequel campaign... 20180408 17:04:28< celticminstrel> Okay yeah, I don't have one. 20180408 17:04:34< celticminstrel> Maybe I have one on disk somewhere? 20180408 17:06:02< celticminstrel> I think I was probably thinking of the one from Fate of a Princess. 20180408 17:16:23-!- AndroUser2 [~androirc@tmo-106-10.customers.d1-online.com] has joined #wesnoth-dev 20180408 17:16:42< celticminstrel> Oh yeah @Vultraz, didn't the shyde sprite change in 1.14 already? 20180408 17:17:00< AndroUser2> ye i agree that default sude=1 isn't helpful 20180408 17:17:04< celticminstrel> If so I need to update my shyde teleport animations. (Unless teleport animations can be auto-generated now, which would be even better.) 20180408 17:18:26-!- AndroUser2 [~androirc@tmo-106-10.customers.d1-online.com] has quit [Client Quit] 20180408 17:18:42-!- AndroUser2 [~androirc@tmo-106-10.customers.d1-online.com] has joined #wesnoth-dev 20180408 17:18:59-!- AndroUser2 is now known as gfg 20180408 17:20:07< celticminstrel> (I guess auto-generating would mean either using ~ADJUST_ALPHA() or having a set of teleport masks and using the mask IPF... do those teleport masks currently exist in core?) 20180408 17:20:57-!- Oebele [~quassel@143.177.58.202] has joined #wesnoth-dev 20180408 17:24:42< celticminstrel> The talk about share_vision not working in [side] was a false alarm, but unless I'm doing something wrong, it's still not working in [modify_side]. 20180408 17:27:22< celticminstrel> Haha, in game_lua_kernel.cpp, share_vision get is covered twice. 20180408 17:30:27< celticminstrel> So if I go into :inspect I can see that share_vision has indeed been changed to "all". 20180408 17:30:35< celticminstrel> However, I can't see the other side's vision. 20180408 17:34:03< gfg> Maybe that side does not have Fog active? 20180408 17:34:24< celticminstrel> All the sides have both fog and shroud active. 20180408 17:34:24<+discordbot> The Sylph sprite changed, I know that much. 20180408 17:34:30< gfg> Or shroud whatever you are sharing 20180408 17:34:42< celticminstrel> Oh, it was the sylph, not the shyde. 20180408 17:34:48<+discordbot> The Shyde looks the same as always. 20180408 17:34:51< celticminstrel> I'm sharing both shroud and fog. 20180408 17:35:10< gfg> hmm 20180408 17:35:39< celticminstrel> Again, the initial setup in [side] works, but [modify_side] doesn't seem to be updating it properly. 20180408 17:36:37< gfg> hmm maybe add a [redraw]? does it work on the next turn 20180408 17:37:01< celticminstrel> It doesn't work ever, I went through two or three whole turns and it's still not working. 20180408 17:37:11< celticminstrel> There was already a redraw FTR. 20180408 17:37:38< celticminstrel> With clear_shroud=yes 20180408 17:37:53< celticminstrel> No sides specified though, I wonder if that could be the problem... 20180408 17:38:00< celticminstrel> With no sides does it default to all sides or side 1? 20180408 17:38:05< celticminstrel> Because at this point side 1 is empty. 20180408 17:38:09< gfg> If you save and re load after the modify sure? 20180408 17:38:20< gfg> side 20180408 17:40:05< celticminstrel> It does work after reload. Could it be that redraw defaults to side 1 rather than all sides? 20180408 17:40:45< gfg> Not sure but you can look it up in the lua code. Nowdays we make such code effect all sides but some still default to side 1 for compabiliy. 20180408 17:41:23< gfg> It also possible that you found a big of course 20180408 17:41:46< gfg> bug 20180408 17:46:57< celticminstrel> Adding side=2,3 doesn't help, and the code just uses a side filter which when empty would match all sides, so... 20180408 17:47:05< celticminstrel> I think it might be a bug? 20180408 17:48:13< celticminstrel> I think I'll just disable shroud and fog for testing today, but this should be looked into more closely. I'll open an issue. If it turns out to be a false alarm after all, fine, but... 20180408 17:48:15-!- irker431 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180408 17:54:21-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 17:54:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 256 seconds] 20180408 17:57:07-!- irker257 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180408 17:57:07< irker257> wesnoth: Celtic Minstrel wesnoth:master 46c46b5548e1 / src/image_modifications.cpp: Add u and v variables to pixel_callable https://github.com/wesnoth/wesnoth/commit/46c46b5548e1c02179a32b43f5d77696cbb68a9c 20180408 17:57:22< celticminstrel> I guess I should also changelog that... 20180408 18:00:27< irker257> wesnoth: Celtic Minstrel wesnoth:master 81b4ef1d7c65 / changelog.md: Update changelog https://github.com/wesnoth/wesnoth/commit/81b4ef1d7c65615aa069edc84697167329911a51 20180408 18:07:36-!- gfg [~androirc@tmo-106-10.customers.d1-online.com] has quit [Remote host closed the connection] 20180408 18:07:49-!- gfg [~androirc@tmo-106-10.customers.d1-online.com] has joined #wesnoth-dev 20180408 18:09:53< celticminstrel> Another bug: I'm in control of a side, but the units have blue orbs, and I'm pretty sure the AI still moves them if I don't. 20180408 18:11:00< celticminstrel> Okay, I was wrong about the AI, so this is just an aesthetic bug. 20180408 18:11:31< celticminstrel> Probably something about using [modify_side]side,controller=n,human during side n's turn? It's fixed on the next turn. 20180408 18:20:40< irker257> wesnoth/wesnoth:master Charles Dang 7942b53ee8 Changelog entry for recent SotA fixes AppVeyor: All builds passed 20180408 18:28:15-!- hrubymar10 [~textual@78.108.103.216] has quit [Quit: hrubymar10] 20180408 18:30:27-!- midzer [~quassel@p5B312BA5.dip0.t-ipconnect.de] has left #wesnoth-dev ["http://quassel-irc.org - Chat comfortably. Anywhere."] 20180408 18:37:23-!- hrubymar10 [~textual@78.108.103.216] has joined #wesnoth-dev 20180408 18:43:44-!- stikonas_ is now known as stikonas 20180408 18:45:42-!- hrubymar10 [~textual@78.108.103.216] has quit [Quit: hrubymar10] 20180408 18:47:59-!- hrubymar10 [~textual@78.108.103.216] has joined #wesnoth-dev 20180408 18:54:58< celticminstrel> I'm getting a little annoyed by all the MicroAIs that only take an x,y rather than a filter. >_> 20180408 18:56:07< celticminstrel> Instead of protect_unit or messenger_escort I'm forced to use goto+zone_guardian... assuming the latter works with a shifting zone, that is. 20180408 19:00:06-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20180408 19:00:35<+discordbot> so I think I found the cause of #2725, but since I don't know exactly how std::function works I can't make a PR. Would someone on here be willing to tell me how? 20180408 19:00:54<+discordbot> (issue thread is here: https://github.com/wesnoth/wesnoth/issues/2725) 20180408 19:01:09-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 19:01:12-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180408 19:01:13< celticminstrel> std::function holds a function pointer or other callable object with a given signature. 20180408 19:01:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180408 19:01:45< celticminstrel> Most likely what you'll need to do is use std::bind to pass in the click callback. 20180408 19:02:56<+discordbot> alright thanks i'll try googling stuff from there 20180408 19:31:22-!- hrubymar10 [~textual@78.108.103.216] has quit [Quit: hrubymar10] 20180408 19:36:07-!- hrubymar10 [~textual@78.108.103.216] has joined #wesnoth-dev 20180408 20:05:22-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:2112:4b22:e67:eef2] has quit [Quit: Leaving] 20180408 20:11:26< irker257> wesnoth/wesnoth:master Charles Dang dba3d409fc MP Staging: made the faction select butt AppVeyor: All builds passed 20180408 20:35:50-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20180408 20:36:52-!- grzywacz [~karol@wesnoth/developer/grzywacz] has quit [Ping timeout: 260 seconds] 20180408 20:59:58-!- hrubymar10 [~textual@78.108.103.216] has quit [Quit: hrubymar10] 20180408 21:06:40< irker257> wesnoth/wesnoth:master Celtic Minstrel 81b4ef1d7c Update changelog AppVeyor: vs2017/Debug Failed 20180408 21:06:41< irker257> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2257 20180408 21:19:17-!- Oebele [~quassel@143.177.58.202] has quit [Remote host closed the connection] 20180408 21:48:27-!- atarocch [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180408 21:52:33< irker257> wesnoth/wesnoth:1.14 Celtic Minstrel 9805fa8ad0 Run pofix on SotA strings AppVeyor: All builds passed 20180408 22:02:22<+discordbot> Celmin: the new key not working is a problem. The old keys working less so 20180408 22:03:16< celticminstrel> @Vultraz what? 20180408 22:03:24<+discordbot> Share vision 20180408 22:03:39< celticminstrel> It can't possibly have anything to do with the new vs old keys. 20180408 22:03:59< celticminstrel> Because [modify_side] converts the old keys to the new format internally, so both ways are doing the same thing in the Lua. 20180408 22:17:55<+discordbot> Blah . 20180408 22:18:35<+discordbot> I suppose I can make authenticated users always able to join a game... 20180408 22:19:20< celticminstrel> Uh. 20180408 22:19:25< celticminstrel> Define "authenticated". 20180408 22:19:46< celticminstrel> If this is about the "mods can't join private game", then that's not the correct solution, unless "authenticated" is code for "is a mod". 20180408 22:20:06< celticminstrel> But the obvious meaning of "authenticated" is "logged in with their forum account". 20180408 22:27:51<+discordbot> running the latest released version 1.13.13, the main menu music bug still persists in that when you load a save, it finishes playing the main menu theme 20180408 22:28:08<+discordbot> however it seems that now, the scenario music does begin playing after the main menu theme finishes 20180408 22:28:28< celticminstrel> ...it didn't before? It definitely did in 1.12. 20180408 22:28:45<+discordbot> in 1.12 if you load a save, it immediately goes to scenario music 20180408 22:28:49<+discordbot> I think there's code that predates the forum auth addition that refers to mods (which are actually admins in the code) as "authenticated". 20180408 22:28:56<+discordbot> in 1.13.13, it finishes the main menu theme first 20180408 22:29:04< gfg> the shate cision thing is propably just some chaching issue 20180408 22:29:06< celticminstrel> I meant 1.13.12, sorry. 20180408 22:29:11< gfg> Vision* 20180408 22:29:18<+discordbot> (It'd be nice if people did the sensible thing and changed the name of the variables in question instead though.) 20180408 22:29:23<+discordbot> gfg are you gfgtdf? 20180408 22:29:30< celticminstrel> The fix for this should be really simple if I understand correctly, I was really hoping someone would do it for me since it's a pain to switch branches. >_> 20180408 22:29:39< gfg> Should be rather easy to fix 20180408 22:29:55< celticminstrel> By "this" I mean the music BTW. Also, possibly the password bug. 20180408 22:30:04< gfg> Shadowm: yes but this is not my main pc 20180408 22:30:05<+discordbot> also I'm referring to loading autosaves/in scenario saves 20180408 22:30:08<+discordbot> not start of scenario saves 20180408 22:30:26<+discordbot> Okay, I was confused for a while until I saw you dropping typos like they're going out of fashion. 20180408 22:30:31< celticminstrel> You don't think it should go straight to the scenario music when you load a scenario save? IMO it should just do that for all saves. 20180408 22:30:47<+discordbot> yes I think it should go straight to scenario music 20180408 22:31:12< celticminstrel> Seriously, I'm pretty sure all we need to do for this is add a "stop playing music" call somewhere in the load game code. 20180408 22:31:12<+discordbot> it does not, and as far as I know, this bug has been around since 1.13.11 20180408 22:31:27<+discordbot> (Why is this subject being debated when we already decided it's a regression) 20180408 22:31:37< celticminstrel> Only downside is that would mean there's no music for the loading screen, but IMO that's acceptable? 20180408 22:31:42<+discordbot> yes it is 20180408 22:31:58<+discordbot> Why can't we stop music after the loading screen? 20180408 22:32:50< celticminstrel> @shadowm AFAIK the fact that it was a loaded save has been forgotten by that point. I could be mistaken though. 20180408 22:33:23< celticminstrel> It would indeed be preferable to stop after the loading screen, if possible, but I don't think losing the loading screen music is unacceptable. 20180408 22:33:23<+discordbot> Something has to run between the loading screen and display set-up surely? 20180408 22:33:42< celticminstrel> Maybe? 20180408 22:33:53<+discordbot> It's certainly not unacceptable, but it can be a bit jarring. 20180408 22:34:00< gfg> Wait we have a loading screen music? 20180408 22:34:04<+discordbot> No. 20180408 22:34:27< celticminstrel> Not in the sense of a unique loading track gfg, but whatever track is currently playing normally continues while loading. 20180408 22:34:30<+discordbot> He means having the game go suddenly silent when displaying the loading screen, instead of continuing to play whatever was being played before. 20180408 22:35:39< gfg> Playing what was played before would really be preferable, also why should it be important whether we are loading from a safe or not? 20180408 22:35:54<+discordbot> ยฏ_(ใƒ„)_/ยฏ 20180408 22:35:59< celticminstrel> Well, the bug was about loading a saved game. 20180408 22:36:12< celticminstrel> I'm not so sure what the behaviour should be when eg starting a campaign. 20180408 22:36:27<+discordbot> The behaviour should exactly the same. 20180408 22:36:39<+discordbot> The only difference that instead of having a game snapshot define the playlist, you have the scenario define it instead. 20180408 22:36:47< celticminstrel> If we want it to immediately start the scenario music in that case, then this is even simpler to fix, I think. 20180408 22:37:28<+discordbot> I'm skipping words like a broken CD. 20180408 22:37:36< celticminstrel> I think scenarios typically have an immediate=yes which means that you get this effect anyway. 20180408 22:37:40<+discordbot> *should be *difference is that 20180408 22:37:44< celticminstrel> This doesn't work for saved games, I guess? 20180408 22:38:05< gfg> It would be nice though if the music would continue without interruption if the currently playing track is also on the new playlist 20180408 22:38:15<+discordbot> The SCENARIO_MUSIC macro is usually used to add a top-level [music] tag that has immediate=yes. 20180408 22:38:22<+discordbot> gfg: That is the 1.12 behaviour. 20180408 22:38:29< celticminstrel> Actually, I suppose it could work for saved games. All you'd need to do is add immediate=yes when saving the playlist, right? 20180408 22:38:33<+discordbot> In fact it was specifically introduced at some point during 1.9.x I believe. 20180408 22:39:02<+discordbot> I'm not sure what this question about saving the playlist entails specifically. 20180408 22:39:17<+discordbot> You want to save the playlist adding immediate=yes to the current track instead of the original first-track? 20180408 22:39:33<+discordbot> Because if so you need to be aware that in 1.13.x it is possible to define non-randomised playlists. 20180408 22:40:03<+discordbot> In that case you will need to serialize the [music] tags in a different order than the original. 20180408 22:40:30< celticminstrel> I think I was just suggesting dropping immediate=yes on the last music entry when saving. 20180408 22:40:57< celticminstrel> There's no reason why the immediate=yes needs to be the last one though, is there? 20180408 22:41:08<+discordbot> Why is it on the last one now? 20180408 22:41:16< celticminstrel> If you put immediate=yes somewhere in the middle, wouldn't that still work, and it would continue on to the next one after that? 20180408 22:41:56< celticminstrel> Here's the relevant function, it never adds an immediate=yes: https://github.com/wesnoth/wesnoth/blob/master/src/sound_music_track.cpp#L129 20180408 22:42:02<+discordbot> In 1.12 immediate=yes was simply not added to the serialized playlist. 20180408 22:42:15<+discordbot> Regardless of whether it was specified for any tracks in the original scenario WML. 20180408 22:42:22< celticminstrel> The playlist saver passes false to append for the first track and true for all others. 20180408 22:42:38<+discordbot> That is also true in 1.12. 20180408 22:43:01< celticminstrel> https://github.com/wesnoth/wesnoth/blob/master/src/sound.cpp#L812 20180408 22:43:33-!- atarocch [~atarocch@93.56.164.28] has quit [Ping timeout: 264 seconds] 20180408 22:43:41< celticminstrel> So one possible fix would be adding immediate=yes either to the last track or the currently=playing track somewhere in one of those two functions. 20180408 22:43:57< celticminstrel> You'd probably need to change both functions actually. 20180408 22:44:39< celticminstrel> BTW shadowm, what's your view on #2834? 20180408 22:45:23<+discordbot> My view is I lost track of what is going on there or why it was assigned to me. 20180408 22:45:38< celticminstrel> Okay? 20180408 22:45:47<+discordbot> Mhm. 20180408 22:46:11< celticminstrel> I assigned it to you because you said #2833 can't be fixed for 1.13.0, but the fix for it doesn't seem to actually introduce new strings. 20180408 22:46:43<+discordbot> And what is the fix for it? 20180408 22:46:59< celticminstrel> To use the wesnoth.format_conjunct_list function I added awhile back. 20180408 22:47:38<+discordbot> I think in that case the best way to word it is "the fix removes the requirement for any translatable strings in the WML". 20180408 22:48:02< celticminstrel> Indeed - apart from the one safe one that was already there (for the case of an empty list). 20180408 22:48:07<+discordbot> I saw the C++ for that function, it's basically a canned VGETTEXT("$foo and $bar", baz), isn't it? 20180408 22:48:14< celticminstrel> Basically. 20180408 22:48:32< celticminstrel> For an arbitrary number of $foo and $bar. 20180408 22:48:46<+discordbot> In that case that's a reasonable fix. 20180408 22:48:58<+discordbot> The part where I lost track is where people started saying the fix broke things. 20180408 22:49:11<+discordbot> And that the fix wasn't broken in master or sth. 20180408 22:49:18< celticminstrel> Yeah that's because I was editing files on github and messed up. 20180408 22:49:26< celticminstrel> Right, it would also need to be fixed on master. 20180408 22:49:48< celticminstrel> Or wait, that's not what you said, 20180408 22:49:55< celticminstrel> (Still true but not related to what you said.) 20180408 22:50:25< celticminstrel> So does this mean it can be merged for 1.14.0? 20180408 22:53:32-!- gallaecio_ [~quassel@57.99.79.188.dynamic.jazztel.es] has quit [Remote host closed the connection] 20180408 22:54:31<+discordbot> It can be merged as soon as possible, yes. 20180408 22:54:51< celticminstrel> So, right now. 20180408 22:55:42<+discordbot> I need to reiterate that you don't need to ask permission for removing translatable strings. It's only adding or (non-pofixable) altering that is a no-no during string freezes. 20180408 22:55:53< irker257> wesnoth: Celtic Minstrel wesnoth:1.14 c086f0c47ff4 / data/campaigns/Legend_of_Wesmere/scenarios/chapter3/09_Bounty_Hunters.cfg: LoW: Fix translation error in conjunct list (fixes #2833) (#2834) https://github.com/wesnoth/wesnoth/commit/c086f0c47ff4efa22a09e0ef6383ff8a6093ce0b 20180408 23:16:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20180408 23:37:35-!- gfg [~androirc@tmo-106-10.customers.d1-online.com] has quit [Remote host closed the connection] --- Log closed Mon Apr 09 00:00:37 2018