--- Log opened Thu May 03 00:00:01 2018 --- Day changed Thu May 03 2018 20180503 00:00:00-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20180503 00:00:36< Ravana_> does it set flag color separately from flag image? 20180503 00:07:47-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180503 00:19:49-!- irker787 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180503 00:22:23<+discordbot> uff I see more cases of set_attr on strings from c_str() 20180503 00:22:45<+discordbot> tomorrow I'll just grep all code for it and fix all instances I'll find 20180503 00:22:48<+discordbot> too sleepy now 20180503 00:22:50<+discordbot> nn 20180503 00:25:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 256 seconds] 20180503 00:34:02-!- sevu [~Shiki@p54855F2A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20180503 00:39:16<+discordbot> https://www.rpgwatch.com/forums/showpost.php?p=1061502230&postcount=8 20180503 00:39:38<+discordbot> Heh 20180503 00:39:38<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441398392279662602/Screen_Shot_2018-05-02_at_7.39.20_PM.png 20180503 00:39:43-!- kahootbird [~kahootbir@c-73-113-148-68.hsd1.tn.comcast.net] has quit [Quit: Leaving] 20180503 00:40:38<+discordbot> “And why would you just randomly hit "sensible RPG commands"? Your criticisms make no sense.” 20180503 00:57:38< sevu> Though this is indeed the problematic part of the tutorial 20180503 01:06:25<+discordbot> Yeah 20180503 01:07:02<+discordbot> (FWIW I deleted this from within Discord as I felt it wasn’t that important: https://www.rpgwatch.com/forums/showthread.php?t=39615) 20180503 01:07:13<+discordbot> (the more I read anyway) 20180503 01:08:36-!- ancestral [~anonymous@71.34.19.123] has joined #wesnoth-dev 20180503 01:30:39<+discordbot> https://forums.wesnoth.org/viewtopic.php?f=21&p=627070 20180503 01:31:31<+discordbot> Is there sth. he can do about it? There were some changes in 1.13, but I don't remember exactly what 20180503 01:32:03-!- sevu [~Shiki@p54855F2A.dip0.t-ipconnect.de] has quit [Quit: Verlassend] 20180503 01:32:45<+discordbot> BLAH 20180503 01:33:11<+discordbot> this is what happens when stuff supports a dozen different input methods... 20180503 01:33:45< celticminstrel> We should fix it if it's broken. 20180503 01:33:57< celticminstrel> Should be a simple fix. 20180503 01:34:17<+discordbot> Why can't they just use hex codes 20180503 01:34:24<+discordbot> ~RC(magenta>FFFF00) works 20180503 01:34:33< celticminstrel> Well technically they're supposed to use a palette, not a colour, but okay? 20180503 01:35:01<+discordbot> though I suppose it might be possible to support the other method 20180503 01:36:18< celticminstrel> I have a feeling that support for the other method was intentional. 20180503 01:36:39<+discordbot> blah 20180503 01:36:44<+discordbot> alright, it looks simple 20180503 01:36:46<+discordbot> but still... 20180503 01:36:47<+discordbot> this annoys me 20180503 01:37:34<+discordbot> So hex codes work? I guess this is an acceptable solution 20180503 01:38:10< celticminstrel> The reason I believe it's intentional is because of the use of > for the primary separator. 20180503 01:38:29< celticminstrel> Just FTR. 20180503 01:39:29<+discordbot> hmm, would it be a good idea for me to upload a few screenshots to the steam page 20180503 01:39:44<+discordbot> it's a bit empty right now 20180503 01:40:08< celticminstrel> Normally you write RC(magenta>blue). right? 20180503 01:41:24<+discordbot> yes 20180503 01:41:25< celticminstrel> Where is game_config::color_info defined... 20180503 01:41:34<+discordbot> I have a fix 20180503 01:41:36<+discordbot> already 20180503 01:42:20< celticminstrel> Is it a fix in game_config::color_info or in TC()? 20180503 01:42:32<+discordbot> former 20180503 01:42:44< celticminstrel> Huh... apparently you can actually define your own colour range inline? 20180503 01:42:45<+discordbot> why would it be in TC when the problem is in RC anyway? 20180503 01:42:52< celticminstrel> I just miswrote that. 20180503 01:43:22<+discordbot> cpp std::vector temp; for(const auto& s : utils::split(name)) { try { temp.push_back(color_t::from_hex_string(s)); } catch(const std::invalid_argument&) { try { temp.push_back(color_t::from_rgb_string(s)); } catch(const std::invalid_argument&) { throw config::error(_("Invalid color in range: ") + s); } } } 20180503 01:43:22<+discordbot> is what I think the fix is 20180503 01:43:26< celticminstrel> Can you wait a bit before pushing though? 20180503 01:43:33<+discordbot> why? 20180503 01:43:37< celticminstrel> I want to check if this is actually what it looks like. 20180503 01:43:42<+discordbot> what? 20180503 01:44:00< celticminstrel> Or rather... I think the issue is entirely different from what you thought it was. 20180503 01:44:09-!- irker106 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180503 01:44:09< irker106> wesnoth/wesnoth:1.14 doofus-01 aa772cbe5d fix TOD lighting for sleeping Kaleh, and AppVeyor: All builds passed 20180503 01:44:12<+discordbot> what??? 20180503 01:44:33< celticminstrel> Apparently ~RC(magenta>250,250,0) is supposed to colour the unit yellow, not white. 20180503 01:44:48<+discordbot> Uhhhhhhhhhh. 20180503 01:44:48< celticminstrel> So the proper fix would be to suppor RGB as a synonym for RRGGBB. 20180503 01:45:06< celticminstrel> It's not actually an RGB decimal colour, it's a list of three RGB hex colours. 20180503 01:45:13<+discordbot> yes? 20180503 01:45:15<+discordbot> Ues. 20180503 01:45:18<+discordbot> that's what I'm doing 20180503 01:45:22<+discordbot> what are you talking about 20180503 01:45:30< celticminstrel> Ah okay, maybe it was just me who misunderstood then. 20180503 01:45:36<+discordbot> I'm really confused by enclave's code. 20180503 01:45:43<+discordbot> though 20180503 01:45:43<+discordbot> hm 20180503 01:45:54<+discordbot> .... actually... 20180503 01:45:55<+discordbot> hm 20180503 01:45:58<+discordbot> celmin you may be right 20180503 01:46:05<+discordbot> I might be doing this wrong 20180503 01:46:06<+discordbot> let me see 20180503 01:46:09<+discordbot> when compilation is done 20180503 01:46:48<+discordbot> I'm confused because I knew the second argument could be an inline color range in the AVERAGE,MAX,MID,MINIMAP format. 20180503 01:46:53<+discordbot> *Min 20180503 01:47:09< celticminstrel> Pretty sure that's precisely what enclave is doing. 20180503 01:47:20< celticminstrel> But the MINIMAP value is left at whatever is default. 20180503 01:47:39<+discordbot> no, I think he's doing a RGB tuple 20180503 01:47:43<+discordbot> avg=#225500, max=#225500, min=#000000, minimap=#000000 20180503 01:47:54< celticminstrel> Hmm, let me check a thing... 20180503 01:47:56<+discordbot> Except I highly doubt Wesnoth has ever understood #RGB notiation. 20180503 01:48:04<+discordbot> Outside of Pango contexts. 20180503 01:48:17<+discordbot> no, it does in a few other cases 20180503 01:48:22<+discordbot> and everywhere in GUI2 20180503 01:48:28<+discordbot> GUI2 uses Pango. 20180503 01:48:48< celticminstrel> Hmmm. 20180503 01:48:52<+discordbot> colors are now stored in color_t 20180503 01:48:53<+discordbot> If it goes through Pango then yes, Pango supports that. But I don't remember the colour range code supporting it. 20180503 01:48:54<+discordbot> which I wrote 20180503 01:48:56<+discordbot> IN 1.12. 20180503 01:48:58<+discordbot> I accepts multiple input methods 20180503 01:48:59<+discordbot> Not 1.14. 20180503 01:48:59< celticminstrel> 225500 is decidedly green. 20180503 01:49:11< celticminstrel> So I guess I was wrong? 20180503 01:49:16<+discordbot> And I didn't write the colour range code but I did have an extensive read of it for porting it to wesnoth-tc and RCX. 20180503 01:49:16<+discordbot> color ranges are implemented with color_t objects 20180503 01:49:21<+discordbot> four of them 20180503 01:49:47< celticminstrel> So I guess your original fix was correct after all? :S 20180503 01:50:05< celticminstrel> I wonder, should someone check if that actually works in 1.12? 20180503 01:50:34<+discordbot> No. 20180503 01:51:02<+discordbot> Yes. 20180503 01:51:04<+discordbot> I'll do it. 20180503 01:51:30< celticminstrel> What did the string2rgb function do... 20180503 01:51:54<+discordbot> for the love of god please don't make me revisit that 20180503 01:52:01< celticminstrel> No I'm looking. 20180503 01:52:22<+discordbot> Vultraz is allergic to old code. 20180503 01:52:23< celticminstrel> Okay string2rgb does parse decimal triplets. 20180503 01:52:41<+discordbot> He doesn't realise everything he uses runs on old code. 20180503 01:52:49<+discordbot> yes, it looks like my fix doesn't work 20180503 01:52:55<+discordbot> meaning I have to split this by threes... 20180503 01:52:56<+discordbot> kill me >_> 20180503 01:52:59<+discordbot> {PLACE_IMAGE ("units/human-peasants/peasant.png~RC(magenta>250,250,0)") 11 11} 20180503 01:53:00<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441416854628728842/unknown.png 20180503 01:53:03<+discordbot> 1.12.6. 20180503 01:53:36<+discordbot> ya know 20180503 01:53:42<+discordbot> why don't we just make them use hex colors 20180503 01:54:07< celticminstrel> I don't quite get what this string2rgb thing is doing though... 20180503 01:54:15<+discordbot> black magic 20180503 01:54:23<+discordbot> And in 1.14 it obviously just fails with this and leaves the image unchanged: 20180502 22:53:54 error display: caught config::error while processing color-range RC: Invalid color in range: 250 20180503 01:54:37<+discordbot> @Vultraz so I don't know what we are planning to mitigate the registration issue, but this is code for opening an external URL in the system's standard browser that you might like to use: https://github.com/anura-engine/anura/blob/trunk/src/custom_object_functions.cpp#L343-L373 20180503 01:55:05<+discordbot> not sure if we have that in Wesnoth already 20180503 01:55:09<+discordbot> I think we already have such a function too 20180503 01:55:11<+discordbot> We do. 20180503 01:55:12<+discordbot> okay 20180503 01:55:14<+discordbot> I wrote it in fact. 20180503 01:55:15<+discordbot> not sure what it is 20180503 01:55:20<+discordbot> I would definitely suggest we do such a thing. 20180503 01:55:56<+discordbot> @Vultraz desktop::open_object() from src/desktop/open.hpp 20180503 01:55:58<+discordbot> oh 20180503 01:56:03<+discordbot> that works with URLs too 20180503 01:56:04<+discordbot> good, good 20180503 01:56:13< celticminstrel> Doesn't this code mean that 250,250,0,150,150,0,22,34,55 would be parsed the same as fafa00,969600,162237? 20180503 01:56:25<+discordbot> celmin: i think so 20180503 01:56:34<+discordbot> also though can we really not just allow guest login and if you misbehave we ban your ip address from having guest logins? 20180503 01:56:37< celticminstrel> Who exactly thought that was a good idea? 20180503 01:56:51<+discordbot> no idea! 20180503 01:56:57<+discordbot> so let's drop it? 20180503 01:57:03< celticminstrel> I mean sure you can ameliorate it with formatting (250,250,0, 150,150,0, 22,34,55) but... 20180503 01:57:16< celticminstrel> We should fix it but print a deprecated message. 20180503 01:57:17<+discordbot> @Denivarius that's kinda what we did before 20180503 01:57:25<+discordbot> okay and why didn't it work? 20180503 01:57:36< celticminstrel> Because it is a regression and is causing at least one person trouble. 20180503 01:57:46<+discordbot> IP addresses can be changed with the snap of a finger. 20180503 01:58:02< celticminstrel> And if we decide not to fix it, we should detect it and print a deprecation message explaining how to update your code. 20180503 01:58:05<+discordbot> I reealllly don't want to fix this 20180503 01:58:09<+discordbot> was this a problem for us in practice? like were there misbehaving people who kept changing ip ? 20180503 01:58:13<+discordbot> Unless you're unfortunate enough to be behind an ISP that's got everyone behind the same address -- in that case, banning you might result in banning thousands of other people. 20180503 01:58:25< celticminstrel> FTR, the way to detect it is "some element is not 6 characters long". 20180503 01:58:32<+discordbot> Yes Dave. This has been a subject of contention behind the scenes for years. 20180503 01:58:35<+discordbot> sure, but right now we've banned everyone from having guest accounts. 20180503 01:58:36<+discordbot> we already have a catch block for that 20180503 01:59:22< celticminstrel> Hmm Vultraz? 20180503 02:00:20<+discordbot> from_hex_string throws if the format is wrong 20180503 02:00:58< celticminstrel> Yeah, and? 20180503 02:01:34< celticminstrel> I hope you're not planning to just print out a deprecation message every time someone uses invalid code. 20180503 02:01:35<+discordbot> .....you said... 20180503 02:01:36<+discordbot> nevermind 20180503 02:01:55< celticminstrel> So are we fixing it or not? I think you should since you've now posted that you will. 20180503 02:02:06<+discordbot> I said probably 20180503 02:02:09<+discordbot> I didn't promise 20180503 02:03:15< celticminstrel> Well, you need to either fix it or detect the case and print a L4 deprecation message. 20180503 02:03:22< celticminstrel> The fix is preferable though IMO. 20180503 02:03:32<+discordbot> I really don't want to fix it 20180503 02:03:41< celticminstrel> (FTR, it can be someone else, it doesn't have to be you personally.) 20180503 02:04:49<+discordbot> I'll be honest, deviating from the RRGGBB tuple of 3/4 values seems like featuritis to me. 20180503 02:04:54< celticminstrel> string2rgb was used in 4 places so you probably need to handle all of them. 20180503 02:05:09< celticminstrel> I don't think this is a good or particularly useful feature FTR. 20180503 02:05:10<+discordbot> oh god no 20180503 02:05:21<+discordbot> Noting that the support of the tuple definition instead of named colour ranges/palettes was primarily an artifact of the implementation IIRC. 20180503 02:05:24< celticminstrel> So while I prefer a fix I don't mind the "this feature was removed" message. 20180503 02:06:13< celticminstrel> There are two places in add_color_info(), one in color_info(), and one in tc_info(). 20180503 02:06:40<+discordbot> you're giving me very uncomfortable flashbacks to working with that messy code 20180503 02:06:46< celticminstrel> Heh? 20180503 02:07:40<+discordbot> I'm stressed out enough trying to figure out this steam login business and here you come demanding I revisit a mess of an implementation that was puzzling enough the first time 20180503 02:07:54< celticminstrel> Well first of all I'm asking you to make a decision. 20180503 02:08:25<+discordbot> I think it'sbest to remove it 20180503 02:08:32<+discordbot> IIRC I removed it in the first place because it was absurd 20180503 02:09:18< celticminstrel> It is absurd but I'm not sure I agree on removing it wholesale just for that reason (I would've at least wanted a proper deprecation process). 20180503 02:09:39<+discordbot> I don't have time to deal with this 20180503 02:10:22<+discordbot> there's no simply way to detect the specific format 20180503 02:10:25<+discordbot> simple 20180503 02:10:29< celticminstrel> There's always a way. 20180503 02:14:23<+discordbot> Vultraz do you know how to upload a screenshot to steam 20180503 02:14:49<+discordbot> hit F12 20180503 02:14:53<+discordbot> doesn't work 20180503 02:15:05<+discordbot> F12 doesnt work to ss on steam? 20180503 02:15:11<+discordbot> yup 20180503 02:15:12<+discordbot> I heard earlier that the Steam overlay doesn't work on the Windows version for some reason, which is required for F12 to work. 20180503 02:15:19<+discordbot> It works on Linux somehow. 20180503 02:15:20<+discordbot> that's what I was guessing 20180503 02:15:32<+discordbot> (The Steam overlay also provides the Shift+Tab UI.) 20180503 02:15:33<+discordbot> oh well 20180503 02:15:36<+discordbot> hit fn+prtscn 20180503 02:15:48<+discordbot> that should work 20180503 02:20:52<+discordbot> Oh dear. 20180503 02:21:15<+discordbot> This is one of those "this should never happen" situations, except I expected it to happen at some point in the far future. 20180503 02:23:19< irker106> wesnoth: Celtic Minstrel wesnoth:color_range_deprecate 77177752b52e / src/game_config.cpp: Add deprecation messages for removed colour range syntax https://github.com/wesnoth/wesnoth/commit/77177752b52ef6a1a8a8d49aecfde5de26bcf998 20180503 02:23:48< celticminstrel> @Vultraz ^ 20180503 02:23:54< celticminstrel> Branch because untested. 20180503 02:24:46<+discordbot> I was expecting to see more errors on the log attached to #2999... How on earth. 20180503 02:26:03< irker106> wesnoth/wesnoth:color_range_deprecate Celtic Minstrel 77177752b5 Add deprecation messages for removed col AppVeyor: vs2015/Release Failed 20180503 02:26:04< irker106> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-color_range_deprecate-3045 20180503 02:36:45-!- travis-ci [~travis-ci@ec2-54-158-112-199.compute-1.amazonaws.com] has joined #wesnoth-dev 20180503 02:36:46< travis-ci> wesnoth/wesnoth#17912 (color_range_deprecate - 7717775 : Celtic Minstrel): The build failed. 20180503 02:36:46< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/374227564 20180503 02:36:46-!- travis-ci [~travis-ci@ec2-54-158-112-199.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180503 02:49:22<+discordbot> random: that guy has a pretty good point. 20180503 02:49:27<+discordbot> we should call it window size 20180503 02:49:29<+discordbot> not resolution 20180503 02:49:41< celticminstrel> Which guy? 20180503 02:49:51<+discordbot> the guy on the thread 20180503 02:49:59< celticminstrel> So descriptive. 20180503 02:50:17< celticminstrel> Still no-one posting in Lua Labs, so sad. 20180503 02:50:47<+discordbot> @Vultraz calling it "resolution" is pretty standard though. 20180503 02:51:04<+discordbot> I see 20180503 02:51:24<+discordbot> honestly the term has become quite confusing for me when I consider high DPI 20180503 02:52:14<+discordbot> Window size is a better wording since Wesnoth doesn't control the screen resolution anymore. 20180503 02:52:28<+discordbot> (Meaning that in fullscreen the option is in fact completely disabled.) 20180503 02:52:41< celticminstrel> Someone on Steam Community asking why the game is free. ??? 20180503 02:52:46<+discordbot> xD 20180503 02:53:02<+discordbot> they're free to give us money if they want 20180503 02:53:13< celticminstrel> Someone in the same thread falsely claiming you can't charge money for GPL software. 20180503 02:53:17<+discordbot> On that note, returning from fullscreen really shouldn't make the resolution box revert to something that's obviously smaller than the actual window: 20180503 02:53:18<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441432029549166592/unknown.png 20180503 02:53:33<+discordbot> yes 20180503 02:53:36<+discordbot> i noticed that problem 20180503 02:53:43<+discordbot> it's only an issue on fresh installs 20180503 02:53:47<+discordbot> not sure how to fix it 20180503 02:53:51<+discordbot> This isn't a fresh install. 20180503 02:54:04<+discordbot> OR if you've never maximized the window 20180503 02:54:06<+discordbot> It displayed the actual window size before I toggled fullscreen on and off. 20180503 02:54:22< celticminstrel> Oh did I get logged out again... 20180503 02:54:38<+discordbot> If I close the dialog and return to it without closing Wesnoth it displays the actual size (1280x771) again. 20180503 02:54:46<+discordbot> :/ 20180503 02:55:13< celticminstrel> Huh? Firefox is remembering my Steam password now when it wasn't before. Weird. 20180503 02:55:36<+discordbot> That said, should I open and close the dropdown while it's displaying the incorrect value, Wesnoth's window size will try to grow to that size. 20180503 02:55:38<+discordbot> I'm so damn tired right now 20180503 02:55:53<+discordbot> (And fail, because Plasma won't let it take up the full vertical space needed by the panel.) 20180503 02:56:04<+discordbot> (It still believes its vertical size is 1080 px.) 20180503 02:57:08<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441432998030737409/unknown.png 20180503 02:57:43<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441433141895364608/unknown.png 20180503 02:59:14<+discordbot> hmm 20180503 02:59:19< celticminstrel> Aren't the campaigns listed by default with the beginner-friendly ones at the top? 20180503 02:59:30<+discordbot> apparently I can't make a public screenshot on our steam page 20180503 03:00:38<+discordbot> yes, the campaigns are mostly in order of difficulty on my wesnoth 20180503 03:01:00<+discordbot> Yes, at least until Liberty. I've never been entirely sure where the rest fit in the difficulty scale. 20180503 03:01:34<+discordbot> A developer wanted to move DiD to expert because his wife found it too difficult. 20180503 03:01:50<+discordbot> I find it easier than LoW. 20180503 03:02:09<+discordbot> THoT is easier than all the other Intermediate campaigns. 20180503 03:02:43< celticminstrel> Someone's getting a crash on open. No info given though. 20180503 03:02:43<+discordbot> (I'd dare say it's easier than HttT if it weren't for the ridiculous and bizarrely intentional difficulty spike on the last scenario.) 20180503 03:02:49<+discordbot> is Vultraz the one managing the steam page? 20180503 03:02:53< celticminstrel> Except that they're on Mac. 20180503 03:02:54<+discordbot> Yes. 20180503 03:03:00<+discordbot> Vultraz is in charge. 20180503 03:03:26<+discordbot> I can also change things but I choose not to unless I receive official orders to do so. 20180503 03:03:58<+discordbot> @Vultraz right now it seems like it's not possible to upload screenshots/artwork that can be publicly viewed on our steam page 20180503 03:04:03<+discordbot> is this intentional? 20180503 03:04:15<+discordbot> not intentional 20180503 03:04:22<+discordbot> You mean the Community Hub, right? 20180503 03:04:25<+discordbot> yes 20180503 03:04:43<+discordbot> found out less than 30 minutes ago that she somehow has mod access to the Steam forum. 20180503 03:05:08<+discordbot> (So don't expect me to touch any of this of my own accord either.) 20180503 03:05:39<+discordbot> that's fine, I wanted to upload some screenshots from some UMC content 20180503 03:08:58<+discordbot> (Belated) Congratulations on the new stable release! Looking forward to seeing what the next few weeks/months bring. 20180503 03:10:23<+discordbot> @Vultraz does the API require having a Steam ID? 20180503 03:10:40< celticminstrel> Wait, did Vultraz remove the font scaling preference or leave it in doing nothing? 20180503 03:10:58<+discordbot> He removed it. 20180503 03:10:59<+discordbot> Actually nvm that's a stupid question, of course it does 20180503 03:11:08< celticminstrel> So it's not even shown in preferences, right? 20180503 03:11:12<+discordbot> Or more accurately, someone did. I don't know who. 20180503 03:11:15<+discordbot> Yes, that's right. 20180503 03:11:28<+discordbot> I removed it 20180503 03:11:51< celticminstrel> I guess that person was talking about some other scaling option then. 20180503 03:11:52<+discordbot> So the shim is the only option left 20180503 03:12:46<+discordbot> Someone who looked deeper into it said that it didn't actually support much. 20180503 03:13:03<+discordbot> I did 20180503 03:13:06<+discordbot> Couldn't we extend it though? 20180503 03:13:09<+discordbot> Right but it's an extendable starting point 20180503 03:13:13<+discordbot> the readme literally says only stats and achievments 20180503 03:13:28<+discordbot> Did you look at anything but the readme? 20180503 03:13:41<+discordbot> The purpose of open-source is that we can do things like that with an existing codebase as long as we don't infringe on the license. 20180503 03:14:06<+discordbot> no 20180503 03:14:10<+discordbot> pyds 20180503 03:14:11<+discordbot> ingher 20180503 03:14:22<+discordbot> close :heh: 20180503 03:14:37<+discordbot> I am tried. 20180503 03:14:40<+discordbot> I feel nauseous 20180503 03:14:57<+discordbot> I'm frustrated 20180503 03:15:11<+discordbot> You might want to try to have a nap and look at this again later. 20180503 03:16:14< celticminstrel> https://steamcommunity.com/app/599390/discussions/0/1696046342852797701/ 20180503 03:16:30<+discordbot> I'm failing to grep for the shim, could you relink @shadowm ? 20180503 03:16:44-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180503 03:17:08<+discordbot> https://hg.icculus.org/icculus/steamshim/ 20180503 03:18:22<+discordbot> celticminstrel: https://forums.wesnoth.org/viewtopic.php?f=4&t=48080 20180503 03:18:24<+discordbot> Now why didn't that come up searching for "shim" in links... whatever lol thanks 20180503 03:18:39<+discordbot> Same person, probably. 20180503 03:18:51< celticminstrel> Ah, good, good. 20180503 03:18:55<+discordbot> Someone should ask them if they have any add-ons installed, etc. Guide them through the full report process since they obviously missed it. 20180503 03:19:16<+discordbot> That screenshot just looks like the unit has a maximum of 1 HP defined. 20180503 03:19:31< celticminstrel> Though it's a core unit. 20180503 03:21:01< celticminstrel> 532 in-game huh. 20180503 03:21:37< celticminstrel> https://forums.wesnoth.org/viewtopic.php?f=6&t=48081 20180503 03:24:11<+discordbot> I could do the post if @Vultraz wants tbh. 20180503 03:24:25<+discordbot> Since it turns out I'm a mod. 20180503 03:24:47< celticminstrel> How do you tell you're a mod anyway? 20180503 03:25:34< celticminstrel> I guess it's pretty obvious. 20180503 03:25:44< celticminstrel> Which means I'm not one. Not that I was expecting to be though. 20180503 03:27:38< celticminstrel> Ooooh. https://forums.wesnoth.org/viewtopic.php?p=626076#p626076 20180503 03:28:00< irker106> wesnoth/wesnoth:master doofus-01 f880f40254 fix TOD lighting for sleeping Kaleh, and AppVeyor: All builds passed 20180503 03:28:01<+discordbot> I'm not sure how to tell that guy tweaking the Haldric sprites that we won't be using them 20180503 03:28:13<+discordbot> celticminstrel: I was granted access to the app administration pages. 20180503 03:28:23<+discordbot> they're way below acceptable quality 20180503 03:28:23<+discordbot> Apparently this also makes me a mod on the community platform. 20180503 03:28:30< celticminstrel> Ah. 20180503 03:28:55<+discordbot> And I can tell because I was reading the forum, then I logged in with my account, and suddenly saw mod tools everywhere. 20180503 03:29:09<+discordbot> @Vultraz what if I worked with those sprites a little bit to make them better? 20180503 03:29:11<+discordbot> As well as deleted threads (which I guess means Steam soft-deletes threads). 20180503 03:29:21<+discordbot> I think the head actually looks fine, it's the body that looks funky 20180503 03:33:27<+discordbot> @Yumi they need to be completely redone 20180503 03:33:29<+discordbot> from scratch 20180503 03:33:59-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180503 03:34:12<+discordbot> We aren't accepting low-quality pixel art anymore 20180503 03:34:20<+discordbot> that's fair, especially for Haldric 20180503 03:34:31<+discordbot> well, I'll at least give it a shot 20180503 03:34:45<+discordbot> if it's not good enough, it'll be an extra sprite for me to use in my campaign then 20180503 03:34:49<+discordbot> Are you a high-skill pixel artist 20180503 03:34:56<+discordbot> I can draw reasonably 20180503 03:35:07<+discordbot> ie, doofus, jetrel, lordbob, or sleepwalker level 20180503 03:35:15<+discordbot> I don't know what lordbob's sprites look like 20180503 03:35:33<+discordbot> the mudcrawlers 20180503 03:35:36<+discordbot> he did the mudcrawlers 20180503 03:35:40<+discordbot> maybe it's better if you see an example first 20180503 03:35:51<+discordbot> DM or is this channel fine? 20180503 03:36:00<+discordbot> here fine 20180503 03:36:25<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441442882415493120/nightmare.png 20180503 03:36:33<+discordbot> ehhhhh 20180503 03:36:48<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441442979434070026/galerunner-female.png 20180503 03:36:52<+discordbot> I mean it's... ok 20180503 03:36:55<+discordbot> it's not the best I agree 20180503 03:37:02<+discordbot> but I dont think it's the level we want for mainline 20180503 03:37:03<+discordbot> however these were speedrun sprites 20180503 03:37:14<+discordbot> I drew about 60 of them in like 5-ish weeks 20180503 03:37:21<+discordbot> just to have a complete set for my campaign 20180503 03:37:25<+discordbot> I can do better, but not a lot better 20180503 03:37:36<+discordbot> (not for sure at least) 20180503 03:37:38<+discordbot> the blue one especially suffers from the common palette problem 20180503 03:38:12<+discordbot> if I know one thing it's that blue isnt really just "shades of blue" 20180503 03:38:20<+discordbot> I know that 20180503 03:38:22<+discordbot> take your avatar 20180503 03:38:26<+discordbot> for example 20180503 03:38:28<+discordbot> very good coloring 20180503 03:38:30<+discordbot> of blue 20180503 03:38:34<+discordbot> I did that coloring 20180503 03:38:41<+discordbot> shadowm drew the shape and I recolored it 20180503 03:39:17<+discordbot> i should include shadowm in the list of people who can do mainline-quality art 20180503 03:39:22<+discordbot> she can, yes 20180503 03:39:34<+discordbot> well it's up to you if you want me to try or not 20180503 03:39:39<+discordbot> I'm not asking a commission fee 20180503 03:40:07<+discordbot> up to you really 20180503 03:40:12<+discordbot> no harm in trying 20180503 03:40:16<+discordbot> just saying we might not use it 20180503 03:40:17<+discordbot> I have some more practice before I'm as good as shadowm, Jetrel, etc. 20180503 03:40:19<+discordbot> I'm aware 20180503 03:40:39<+discordbot> I could use the practice anyway 20180503 03:40:54<+discordbot> ..... 20180503 03:40:55<+discordbot> @Vultraz while the ID is not currently exposed to the GPL shim, it looks like it's already pulled in and would be fairly easy to add to the list of requestable values 20180503 03:40:56<+discordbot> hotkey bugs 20180503 03:40:57<+discordbot> HOW FUN 20180503 03:41:19<+discordbot> @pydsigner well if you can make sense of this, good on you 20180503 03:41:20<+discordbot> it's C 20180503 03:41:23<+discordbot> I don't know C 20180503 03:42:02<+discordbot> i mean i can generally understand C 20180503 03:42:08<+discordbot> but it's a completely different paradigm 20180503 03:42:21<+discordbot> I can work with C in theory. 20180503 03:42:52<+discordbot> I did learn how to do memory management in the C style long before I got accustomed to the modern C++ style. 20180503 03:43:13<+discordbot> I've only ever really worked with modern c++ 20180503 03:43:31<+discordbot> I did do a bit in c++03 but didn't really do enough to have anything to unlearn 20180503 03:43:37<+discordbot> We could also build our own shim on the same concept using C++ if the longterm payoff is there 20180503 03:43:50<+discordbot> maybe 20180503 03:43:58<+discordbot> is the concept literally just a wrapper around the SDK 20180503 03:44:27<+discordbot> C++11 is a superset of C++03. 20180503 03:44:37<+discordbot> It's an API to an API basically 20180503 03:44:43<+discordbot> so a wrapper 20180503 03:44:50<+discordbot> i suppose we could write our own 20180503 03:44:55<+discordbot> we'd be adding some wrappers anyway 20180503 03:44:57<+discordbot> Couple hundred lines 20180503 03:45:02<+discordbot> if we were using the SDK directly 20180503 03:45:33<+discordbot> The stuff that's actually meaningful is the message-passing and setup logic 20180503 03:46:05<+discordbot> It uses pipes 20180503 03:46:05<+discordbot> come to think of it 20180503 03:46:48<+discordbot> how the hell is this any different from plugging in the SDK and adding some wrappers like we do with certain SDL functions, and never calling the actual steamworks stuff outside the wrapper (which would be good design anyway) 20180503 03:47:13<+discordbot> The point is that you're not directly linking the SDK into your own code. 20180503 03:47:33<+discordbot> but you'd need to do that for a wrapper anyway? 20180503 03:47:39<+discordbot> No. 20180503 03:47:51<+discordbot> Like pydsigner said, this uses pipes. 20180503 03:47:59<+discordbot> It's a separate program. 20180503 03:48:01<+discordbot> I know not what that means 20180503 03:48:15<+discordbot> You're interfacing via IPC with the program that is linked against the SDK. 20180503 03:48:20<+discordbot> That way you're not linking the SDK into yours. 20180503 03:48:31<+discordbot> so you're not linking with this program 20180503 03:48:35<+discordbot> No. 20180503 03:48:36<+discordbot> It's like connecting with a socket 20180503 03:48:38<+discordbot> I see 20180503 03:48:40<+discordbot> interesting 20180503 03:48:42<+discordbot> so it's like 20180503 03:48:43<+discordbot> wesnothd 20180503 03:48:45<+discordbot> But not over a network 20180503 03:48:45<+discordbot> You're just communicating with it much like you'd communicate with a database server. 20180503 03:48:54<+discordbot> Yeah. 20180503 03:49:03<+discordbot> I see 20180503 03:49:05<+discordbot> makes sense 20180503 03:50:16-!- gallaecio [~quassel@188.79.96.255] has joined #wesnoth-dev 20180503 03:52:11<+discordbot> I honestly have no idea how to make two apps talk to each other 20180503 04:06:29-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20180503 04:21:21-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180503 04:21:28-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180503 05:07:23< irker106> wesnoth: Iris Morelle website:master 4852ecdbe22b / start/1.14/ (index.en.html index.ja.html index.var po/ja.po): announcement/1.14: Add Japanese translation https://github.com/wesnoth/website/commit/4852ecdbe22bbec299abf4c73e7ac00920f51962 20180503 05:17:13-!- ancestral [~anonymous@71.34.19.123] has quit [Quit: ancestral] 20180503 05:19:47-!- ancestral [~anonymous@71-34-19-123.mpls.qwest.net] has joined #wesnoth-dev 20180503 05:21:27-!- ancestral [~anonymous@71-34-19-123.mpls.qwest.net] has quit [Client Quit] 20180503 05:35:47<+discordbot> professional C++ dev looking to potential donate some time to westnoh 20180503 05:39:03-!- gallaecio [~quassel@188.79.96.255] has quit [Remote host closed the connection] 20180503 05:39:24<+discordbot> @oneder let's ping @Vultraz in case the core team misses your generous offer. Wesnoth is heavily understaffed. 20180503 05:40:02<+discordbot> 😮 20180503 05:40:17<+discordbot> We can always use new coders 20180503 05:42:14<+discordbot> What about OpenGL, for example. Or Steam account integration. Or what else is on fire. 20180503 05:43:17-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180503 05:43:32<+discordbot> Something different: I'm playing UtBS, got a dialogue with dwarf hermit (hoho), but not his necklace. I think I will register a bug. 20180503 05:44:04<+discordbot> OpenGL experience would be quite helpful 20180503 05:44:11<+discordbot> Or experience with event systems 20180503 05:45:44<+discordbot> No direct experience with OpenGL, I program fairly complicated systems at lockheed martin. None event driven although i've done quite a bit of aynchronous message driven coding 20180503 05:46:51<+discordbot> i have to hit the sheets, I was excited to see new life breathed into wesnoth with the steam release, I played years ago, I'll be back in here in a day or two 20180503 05:47:42<+discordbot> @oneder give me a ping next time you’re around 👍 20180503 05:48:32< zookeeper> @sinda, you didn't get any message talking about an amulet when killing the hermit? 20180503 05:49:38<+discordbot> Yes. It was mentioned but nothing was on the ground. 20180503 05:50:44< zookeeper> @sinda, you don't get anything on the ground, try going to 45,21 20180503 05:50:46<+discordbot> I mean, I did get the dialogue. 20180503 05:51:01<+discordbot> Ok, thanks! 20180503 05:55:44<+discordbot> Wow, that's the other end of the lake. 20180503 05:58:43< zookeeper> do you feel like there should be an extra hint of some kind? something in the spirit of "i don't know what this amulet does, but i'll keep it in case it'll be useful later". 20180503 05:58:55< irker106> wesnoth/wesnoth:1.14 galegosimpatico ef56e93dcb Add a way to disable confirmations if wa AppVeyor: All builds passed 20180503 06:15:35-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20180503 06:17:21-!- gallaecio [~quassel@143.red-81-32-24.dynamicip.rima-tde.net] has joined #wesnoth-dev 20180503 06:18:27<+discordbot> Let me reach it first 😃 I'll only have the time to play tomorrow. So far, I didn't even understand that the whole dialogue points to the other side of the map. Or wait, did the exchange mean that my character did pick it up? Which of them, then? The one who made the final blow? If so, I would appreciate narrator text like "$name picks up an ornate amulet". 20180503 06:32:14< zookeeper> i think it doesn't matter who steps on the rune after you get the amulet, but it's not terribly clear, for sure. 20180503 06:38:56<+discordbot> Let's clarify it step by step: can we make it clear that char did pick up the amulet? The dialogue looked just like a piece of dead code to me. 20180503 06:49:19<+discordbot> Finally got more information about the "error validating data core" error. 20180503 06:49:20<+discordbot> https://forums.wesnoth.org/viewtopic.php?p=627031#p627031 20180503 06:49:39<+discordbot> 9 means file_type::reparse_file. 20180503 06:49:46<+discordbot> That is, a reparse point. 20180503 06:50:31<+discordbot> Boost.Filesystem documentation states that boost::filesystem::status() follows symbolic links... but apparently it doesn't follow reparse points. 20180503 06:52:32< zookeeper> @sinda, sure. got any specific suggestions for the text? 20180503 06:54:13<+discordbot> My most straightforward idea - a narrator text "$name picks up an ornate amulet". Note that my English is far from a writer level 😃 20180503 06:54:26<+discordbot> https://www.boost.org/doc/libs/1_66_0/libs/filesystem/doc/release_history.html 20180503 06:54:59<+discordbot> 1.57.0: "The Windows implementation now treats NTFS directory junctions (also known as junctions, also known as mount points) as symlinks. This has the effect of treating directory junctions as directories, and thus supporting all operations suitable for directories. This resolves #9016. Directory junctions are very similar to symlinks, but may have performance or other advantages in some situations. They can be created from the 20180503 06:55:00<+discordbot> command line with "mklink /j link target". There is no plan for Boost.Filesystem to be able to create them directly other than by calling std::system()." 20180503 06:56:24< zookeeper> @sinda, shouldn't refer to the individual unit, since as said the amulet isn't really tied to them. 20180503 06:58:16<+discordbot> I see, there are technical and gameplay reasons for this decision, but it's... unexpected and different from other items in UtBS. 20180503 06:58:17<+discordbot> But it's strange given that the official builds are linked against Boost 1.59... 20180503 06:59:21<+discordbot> Could it be that while Boost.Filesystem "treats the junction as symlink", it still doesn't automatically follow it like it should? 20180503 06:59:58<+discordbot> @jyrkive what would it take to make a simplest test? 20180503 07:01:02<+discordbot> Creating a directory junction somewhere and telling Wesnoth to use it as the userdata. 20180503 07:01:12<+discordbot> We may need to consider this a blocker for 1.14.1 20180503 07:01:19< zookeeper> @sinda, sure, although it makes sense given that the amulet is just a piece of a puzzle, not like all the other items that actually grant you some bonus. 20180503 07:01:27<+discordbot> It would be best to test with Boost 1.59.0 to ensure that the behavior is the same as in the official builds. 20180503 07:02:40<+discordbot> I wonder if loonycyborg could produce a build with a newer version of Boost for the affected users to test? 20180503 07:02:57<+discordbot> Wait... I have Boost 1.64 here? I had thought it was an older version. 20180503 07:03:12<+discordbot> @zookeeper, what if it was a code word? Inscribed on amulet, or whatever. Another reference to Tolkien :) A knowledge is not tied to a material object. 20180503 07:03:17<+discordbot> And the text build I sent also uses Boost 1.64 (it was bundled with all DLLs). 20180503 07:03:27<+discordbot> *test 20180503 07:03:34<+discordbot> Oh, never mind then. 20180503 07:03:51<+discordbot> (Although the latest release is 1.67.) 20180503 07:04:00<+discordbot> * so any character can use it. 20180503 07:04:13<+discordbot> It's as if Boost's fix to treat junctions as symlinks has broken at some point. 20180503 07:04:27<+discordbot> I'll try to do some local testing with debug builds. 20180503 07:12:55< zookeeper> @sinda, yeah, maybe. unless it was weird that you had a dwarf gollum going on about his precious which wasn't even anything precious but only had a code word on it. 20180503 07:14:50<+discordbot> It doesn't have to be NOT precious. 20180503 07:15:55<+discordbot> OTOH, a reference to the One Ring that is not a wearable item that would grant some sort of (shady) power is questionable too. 20180503 07:16:36< zookeeper> yeah... 20180503 07:19:08<+discordbot> Interesting. A directory junction works just fine here. Wesnoth puts the userdata directory there without any problems. 20180503 07:19:32<+discordbot> (Although the info dialog continues to show the default paths instead of the ones which are actually used.) 20180503 07:20:02<+discordbot> I think OneDrive is interfering somehow any preventing the junction from being resolved... 20180503 07:22:48<+discordbot> My quick test with OneDrive didn't allow me to reproduce the issue. 20180503 07:23:52<+discordbot> I'm using Windows 10 version 1709, though. No idea if that may make a difference... 20180503 07:24:22<+discordbot> I'm also on the Fall Creators Update. 20180503 07:26:05< irker106> wesnoth/wesnoth:color_range_deprecate Celtic Minstrel 77177752b5 Add deprecation messages for removed col AppVeyor: 2/4 builds failed 20180503 07:26:06< irker106> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-color_range_deprecate-3045 20180503 07:26:07< irker106> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-color_range_deprecate-2756 20180503 07:50:06<+discordbot> @shadowm stean builds are using boost 1.66 20180503 07:51:43< Rhonda> oi, traffic limit messages coming in from hetzner xD I wonder why that is … \o/ 20180503 07:54:23< Rhonda> Oh, and people requesting an ubuntu 18.04 build of it too. 20180503 08:03:17<+discordbot> zookeeper: https://forums.wesnoth.org/viewtopic.php?p=627092#p627092 20180503 08:40:41-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 256 seconds] 20180503 08:46:42<+discordbot> I wonder if it'd be feasible to mark the Steam version in the version string somehow. 20180503 08:47:02<+discordbot> Meaning the version string that includes the autorevision output. 20180503 08:51:00<+discordbot> I'm not sure what would be best way to accomplish this 20180503 08:58:19-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20180503 09:18:24< irker106> wesnoth: loonycyborg wesnoth:master 688ae150ccb2 / src/server/game.cpp: wesnothd: Fix remaining incorrect uses of simple_wml::get_attr instead of get_at https://github.com/wesnoth/wesnoth/commit/688ae150ccb221a5d8d2e93421c8b165ec86a247 20180503 09:30:24<+discordbot> I bet the problem with Documents\My Games is caused by OneDrive Files On-Demand: https://www.windowscentral.com/how-use-onedrive-files-demand-windows-10 20180503 09:30:41< irker106> wesnoth: loonycyborg wesnoth:1.14 0a2103b14605 / src/server/game.cpp: wesnothd: Fix remaining incorrect uses of simple_wml::get_attr instead of get_at https://github.com/wesnoth/wesnoth/commit/0a2103b1460509bf01b28e6c4254208ec0b4f62d 20180503 09:30:56<+discordbot> Unlikely, OneDrive is separate from the documents folder 20180503 09:31:59<+discordbot> The logs from Transfermium (one of the affected players) have pointed to OneDrive: https://forums.wesnoth.org/viewtopic.php?p=627031#p627031 20180503 09:32:41<+discordbot> AFAIK, it's possible to store the entire Documents folder in OneDrive. 20180503 09:33:27<+discordbot> I tried to enable Files On-Demand myself to investigate, but unfortunately I can't enable it. OneDrive just gives me an error message "OneDrive can't connect to Windows". 20180503 09:34:38<+discordbot> I'll try to redirect the profile to OneDrive and mess around with it when I can to see 20180503 09:35:47<+discordbot> If you're comfortable with command line, you could change the path where Wesnoth stores its data. 20180503 09:36:10<+discordbot> wesnoth.exe --userdata-dir=C:\Users\username\OneDrive\Wesnoth 20180503 09:36:51<+discordbot> (Make sure that the folder is not available offline. In other words, use the "Free up space" option in the context menu.) 20180503 09:37:53<+discordbot> Yeah, I'm aware how to do it. I'm just not near my PC at the moment 20180503 09:43:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180503 09:44:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180503 09:44:26<+discordbot> Will be in a few hours and will test then if nobody does before 20180503 09:46:27<+discordbot> My usual experience with files on demand is the app simply freezing while the relevant file(s) are being downloaded 20180503 09:47:34<+discordbot> Wesnoth tried to create the subdirectories of the userdata directory, and in the process, it verifies that the parent directory really is a directory. 20180503 09:48:00<+discordbot> My current hypothesis is that the checks goes wrong, and fails to recognize an online-only directory. 20180503 09:48:15<+discordbot> If OD doesn't report that it is that really sounds like a problem at their end though, not a wesnoth issue 20180503 09:49:06-!- vn971 [~vasya@94.158.103.15] has quit [Read error: Connection reset by peer] 20180503 10:43:26< matthiaskrgr> are there estimates of when wesnoth git gui will be usable again? 20180503 10:44:00<+discordbot> No. AFAIK, progress has stalled. 20180503 10:47:33< matthiaskrgr> :( 20180503 10:57:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180503 11:08:41< matthiaskrgr> is it possible to revert and/or push the changes into a branch? 20180503 11:09:16<+discordbot> It's up to Vultraz. 20180503 11:21:29-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 260 seconds] 20180503 11:45:58-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180503 12:19:32< irker106> wesnoth/wesnoth:master Wedge009 23729abf4b Update text to match game-play changes ( AppVeyor: All builds passed 20180503 12:53:33<+discordbot> @jyrkive Just tested the files-on-demand thing, it works fine. 20180503 12:53:59<+discordbot> Okay. 20180503 12:54:18<+discordbot> In that case, I just have no idea how that error is possible. 😦 20180503 12:54:39<+discordbot> Pointed it to a online-only folder and everything. Just a second, let me see if it happens if the profile already exists (it was empty on first test) 20180503 12:55:21<+discordbot> Yeah works fine, shows the "wesnoth.exe is downloading from OneDrive" dialogue as well 20180503 12:56:07<+discordbot> (that pops up whenever an app tries to access a file that isn't downloaded) 20180503 13:04:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180503 13:04:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180503 13:09:06-!- ggeneral [~ggeneral@42.175.47.77.pptp.ntu-kpi.kiev.ua] has joined #wesnoth-dev 20180503 13:21:20<+discordbot> matthiaskrgr: absolutely not 20180503 13:24:54<+discordbot> The amount of work required to roll back everything on master would be ridiculous. 20180503 13:25:05<+discordbot> And counterproductive 20180503 13:26:47<+discordbot> it doesn't really matter when it's resolved 20180503 13:26:58<+discordbot> we aren't on any deadlines for 1.15.0 20180503 13:27:18<+discordbot> Uh, it's blocking nearly all development in master. 20180503 13:27:55<+discordbot> At this rate it's going to cost us at least several months. 20180503 13:39:03< galegosimpatico> Branch off 1.15 from 1.14 and let master become 1.17! :grin: 20180503 13:41:00<+discordbot> The effort to shunt a set of commits into a branch and revert them in master is basically 0 20180503 13:43:09<+discordbot> It's not just a set of commits 20180503 13:43:15<+discordbot> it's hundreds of commits 20180503 13:43:19<+discordbot> in all areas of the code 20180503 13:43:55<+discordbot> Wasn't the sidebar rewrite a much smaller change? 20180503 13:44:10<+discordbot> it's all connected 20180503 13:44:53<+discordbot> if you want master in a "usable" state you'd basically have to rip everything out going back to the1.14 split pre-a_r merge 20180503 13:45:37<+discordbot> given the number of changes and the number of things I've removed, maintaining a branch like that would be an absolute waste of everyone's time and effort 20180503 13:46:43<+discordbot> and require constant rebasing to keep from devolving into an unmanageable mess. 20180503 13:52:29<+discordbot> So master has been unusable for months? 20180503 13:53:09<+discordbot> somewhat 20180503 13:55:22<+discordbot> pretty sure even when a_r was first merged the sidebar didn't work 20180503 13:55:53<+discordbot> IIRC, it worked at the time. 20180503 13:56:45<+discordbot> No, pretty sure it didnt show anything 20180503 13:56:51<+discordbot> in fact, I am almost certain 20180503 13:57:07<+discordbot> Since I know I never worked on making it functional 20180503 13:58:45<+discordbot> at least, it didn't show everything 20180503 13:58:58<+discordbot> there was a few minor things that did show up 20180503 13:59:07-!- minzbonbon [~min@meta23.net] has quit [Quit: ZNC - http://znc.in] 20180503 13:59:33<+discordbot> but yeah, that means master hasn't been usable since we split off from 1.14 20180503 14:17:31-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180503 14:29:30<+discordbot> wesnothd is functional in master though 😛 20180503 14:31:21<+discordbot> Yep, so we can develop wesnothd there. 😉 20180503 14:39:31-!- minzbonbon [~min@2a02:1b8:10:22:216:3eff:fe7b:f338] has joined #wesnoth-dev 20180503 14:42:41< irker106> wesnoth/wesnoth:1.14 Wedge009 7de4ddf5bd Update text to match game-play changes ( AppVeyor: All builds passed 20180503 15:08:51-!- minzbonbon [~min@2a02:1b8:10:22:216:3eff:fe7b:f338] has quit [Ping timeout: 240 seconds] 20180503 15:16:05-!- minzbonbon [~min@meta23.net] has joined #wesnoth-dev 20180503 15:29:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180503 15:41:49< mattsc> zookeeper: hi — are you the current maintainer of AToTB? There was feedback from a playthrough on the forums yesterday. One comment was that the campaign is too easy. Well, it’s supposed to be easy, so I think that’s okay. 20180503 15:43:38< mattsc> The other comment was about the AI behavior of Muff Toras (dark adept leader in scenario 2), that he rushes out and commits suicide. I looked at the AI setup for that scenario and he does exactly what he is supposed to do: participate in AI actions like the non-leader units. 20180503 15:45:18< mattsc> So from that point of view, that’s okay too. I guess the only problem with it is that it is unexpected. And given that there are only 3 units on that side against all of the player’s units, there isn’t really a whole lot we can do from the AI side (other than run, but that’s not fun either). 20180503 15:47:20< mattsc> Anyway, my conclusion is that there’s nothing that really needs to be done. I guess we could set up the side as a no_leader side, but since the scenario ends when you kill Muff Toras, that doesn’t really change much, other than the expectation of how the AI should deal with side leaders. 20180503 15:59:29< zookeeper> matthiaskrgr, well, the original intent is kind of muddy in the first place; all 3 units used to just be guardians. i didn't test the current behavior yet, but there's that freezer event which quite explicitly tries to prevent those units from moving, but apparently doesn't? 20180503 16:00:07< mattsc> Yes, but the event is removed once the units are sighted. 20180503 16:00:28< mattsc> After that all three of them act as normal no-leader units (except that they also don’t grab villages) 20180503 16:00:45< zookeeper> oh nevermin... yeah 20180503 16:01:35< mattsc> It’s one of those it’s a nice idea but it doesn’t work that well in practice deals. 20180503 16:02:22< mattsc> But, since the main objective of the scenario is to deal with the elves, and it’s meant as an introductory campaign in the first place, I think that’s ok(ish). 20180503 16:03:10< mattsc> Btw, you autocompleted the nick to the wrong person, so matthiaskrgr is going to wonder what’s going on. ;P 20180503 16:03:25< zookeeper> oops, sorry about that 20180503 16:04:22< zookeeper> unless someone comes up with an imaginative way to redesign most of that scenario, there's not much that can be done to make the units make sense. if they sit still as guardians instead of actually running away they're dumb, if they suicide the player they're dumb. 20180503 16:05:39< mattsc> Agreed. 20180503 16:05:54< zookeeper> well, i guess it would be possible for the AI to intelligently use the skeletons as meatshields (har har) to try to protect the adept? 20180503 16:06:29< mattsc> I was just going to comment on that, it’s not at all trivial to do so. 20180503 16:06:58< zookeeper> yeah, i guess we don't have something like that already available? 20180503 16:07:07< mattsc> I guess we could write an AI that moves the adept to the hex that is closest to the skeletons and the most protected of those that are closest. 20180503 16:07:36< zookeeper> i mean basically just positioning units to prevent enemies from getting to the protected unit on the current turn 20180503 16:07:43< mattsc> Not really. This is kind of a special situation as it is entirely unwinnable, even in principle. 20180503 16:08:15< mattsc> Well, yes, that could be done (and there is code for that), but with only two protectors that would essentially result in it just running away. 20180503 16:08:53< zookeeper> well, if it'd work better with 3 then we could do that 20180503 16:09:08< mattsc> It wouldn’t. 20180503 16:09:28< mattsc> Unless the sides are more or less evenly matched, there’s not much of a chance. 20180503 16:10:11< mattsc> For refrerence, positioning the skeletons so that they would protect the adept on the next player’s turn is _really_ hard. 20180503 16:10:19< zookeeper> i only mean doing basic ZoC-blocking so the player can't simply do a horseman charge on the adept immediately, but has to spend one or two turns getting around the skellies 20180503 16:10:33< zookeeper> right, okay 20180503 16:10:35< mattsc> That ^ is really hard to do 20180503 16:10:55< zookeeper> harder than the assassins were, i take it? 20180503 16:10:56< mattsc> It’s probably one of the bigger revelations I have had in my AI work. 20180503 16:11:18< mattsc> How good the human brain is at that sort of spatial reasoning and how hard it is to make a computer do that. 20180503 16:12:01< mattsc> Yes, the assassins are a perfect example of that. There’s no active blocking involved, just finding the best position for the unit itself to move to. 20180503 16:12:13< Soliton> yeah, i'd expect a good defense to be the single biggest problem for an AI. 20180503 16:12:24< zookeeper> hmh, okay then. 20180503 16:12:44< mattsc> It’s one of those areas where deep learning might actually work for a game like Wesnoth. 20180503 16:13:07< mattsc> For many other things machine learning is not necessarily what you want. 20180503 16:13:28-!- minzbonbon [~min@meta23.net] has quit [Quit: ZNC - http://znc.in] 20180503 16:14:34< zookeeper> that's too bad. having effective AI bodyguards would be a really nifty thing to have in many places :P 20180503 16:14:41< Soliton> if you consider the rules of the scenario running away would be the best move if you want to make it as difficult as possible for the player. does that not make sense story wise? 20180503 16:15:26< mattsc> Soliton: agreed, that would be the best move. But I think that’s not the intention here. As in, making it as hard as possible for the player. 20180503 16:15:36< mattsc> zookeeper: agreed, it would be 20180503 16:15:38< Soliton> you'd probably have to redesign a bit to make it not too difficult then though. 20180503 16:16:19< Soliton> and it's annoying that then it's best to only trigger the sighting when you're well prepared to rush them. 20180503 16:16:28< zookeeper> Soliton, it does, but a chase would be really awkward to balance. like how do you make it possible but not trivially easy for the player to catch the units regardless of how/when the encounter is triggered, etc. 20180503 16:16:44 * Soliton nods 20180503 16:18:03< zookeeper> i did already briefly think of an idea involving the adept and co starting the scenario at the same height as the player, but on the other side of an impassable river or somesuch, with a bridge or ford somewhere near the north edge of the map where you're supposed to intercept them. 20180503 16:18:39< zookeeper> but that falls into the "imaginative ways of redesigning most of the scenario" category :p 20180503 16:19:02< mattsc> There are several MAIs (messenger escort, bottleneck defense, protect unit) that do a bit of this behavior (body guard-ish action), but none of them is really applicable here. 20180503 16:20:12< mattsc> It might be as possible to use the Goto MAI for the adept with an evaluation function that maximizes some sort of combination of closeness to the skeletons and absence of threat. 20180503 16:20:41< mattsc> Of course, the problem is coming up with an actual function for this “some sort of” business. 20180503 16:20:47-!- minzbonbon [~min@2a02:1b8:10:22:216:3eff:fe7b:f338] has joined #wesnoth-dev 20180503 16:21:02< mattsc> But I could try, and I could see if that works better than the current behavior. 20180503 16:21:39< Soliton> just make sure the adept is on the "other" side of the skeletons. the one facing away from the player's units? 20180503 16:21:40< mattsc> Essentially, have the skeletons do whatever they do, and afterward move the adept in close to them and as protected as possible. 20180503 16:21:57-!- gallaecio [~quassel@143.red-81-32-24.dynamicip.rima-tde.net] has quit [Remote host closed the connection] 20180503 16:22:27< zookeeper> yeah, that sounds like it'd already be an improvement 20180503 16:22:29< mattsc> Well, yes, in principle, but it gets difficult in the details. 20180503 16:22:49< Soliton> really just north of the skeletons will probably work most of the time... 20180503 16:23:22< mattsc> Esp. if the two skeletons are not next to each other, which one do you want to be closer to, and is “a little bit of extra threat” more important than a hex farther away. 20180503 16:23:53< Soliton> i don't think it needs to be that exact. 20180503 16:23:54< mattsc> Most of the time, yes. And in other cases it could result in really weird behavior. 20180503 16:24:05< mattsc> Of course, it might still be better than the current behavior. :P 20180503 16:24:41< zookeeper> @shadowm, yeah, i'll try to fix the upkeep thing. 20180503 16:24:43< Soliton> are those cases "normal" though or just if the player tries to break the ai behaviour. 20180503 16:25:36< Soliton> and getting into the back of the skeletons is an accomplishment that might as well be rewarded. 20180503 16:25:38< mattsc> I’d consider trying to circle around the enemy to surround him and be able to attack from more hexes normal behavior. 20180503 16:26:02< mattsc> Sure. 20180503 16:26:15< Soliton> afair that's not so easy given the map and you're more likely to have already killed them. 20180503 16:26:33< Soliton> i guess less so if you encounter them at night. 20180503 16:26:44< mattsc> True, I am just speaking from my experience with human players and custom AI behavior. 20180503 16:27:00< Soliton> sure, i'm talking specifically about this scenario. 20180503 16:27:24< mattsc> I’ve found it funny on what behavior/moves players focus. You have an AI that makes 90% great moves and 10% really stupid stuff, and that’s what people will remember. 20180503 16:27:42< zookeeper> there's a lot of forest so you can really only circle around on the right side (assuming the units haven't already moved) 20180503 16:27:44< mattsc> It’s better to have an AI that plays 100% mediocrely, from a psychological point of view. Apparently. 20180503 16:27:59< Soliton> you remember the stuff that sticks out. 20180503 16:28:06< mattsc> Exactly. 20180503 16:28:55< mattsc> Anyways, let me try if I can come up with something pretty simple. 20180503 16:29:27< mattsc> As these three units are really just a diversion at the end of the scenario, rather than the main obstacle, I think we shouldn’t spend too much effort on it. 20180503 16:29:43< Soliton> agreed. 20180503 16:29:49< mattsc> Well, unless something came out of it that were otherwise useful too, but I am working on that elsewhere already. 20180503 16:29:56< mattsc> Unsuccessfully so far. 20180503 16:30:27-!- APic [~apic@apic.name] has quit [Ping timeout: 240 seconds] 20180503 16:30:56-!- APic [apic@apic.name] has joined #wesnoth-dev 20180503 16:31:39< Soliton> well, some "damage projection" or so should already be there in c++ at least, i think. so that you can somewhat determine where the safer hexes are? 20180503 16:31:39<+discordbot> zookeeper: How goes coming up with a name for the Quenoth mounts? 20180503 16:32:36< mattsc> Soliton: yes, that exists and is used in a lot of the other existing AI code. 20180503 16:33:17-!- Oebele [~quassel@143.177.58.202] has joined #wesnoth-dev 20180503 16:33:32< zookeeper> apparently the main problem now is just that the adept might suicide in a particularly stupid manner, so it probably doesn't need to become super smart to be a big improvement 20180503 16:33:58< zookeeper> @shadowm, solidly still in the "tossing around ideas in my head" phase 20180503 16:34:11< zookeeper> got any (new) good ideas for it? 20180503 16:34:14<+discordbot> So we're going to have horses for another release, got it. 20180503 16:34:20<+discordbot> I didn't sign up for this so no. 20180503 16:34:58<+discordbot> I didn't even know that somehow this remained unsolved going into the RC phase. 20180503 16:35:46<+discordbot> oh you need to figure out a name for those things? 20180503 16:35:53< zookeeper> yes 20180503 16:36:00<+discordbot> they look rather like ibexes (ibexi?) to me 20180503 16:36:23<+discordbot> of course if you would rather not use the name of a real animal, it would be easy enough to come up with a name 20180503 16:37:53<+discordbot> anyway they look like big goats to me 20180503 16:38:03< zookeeper> i'd go for a name that has familiar syllables and/or phonemes (?) from names of one or more similar real animals 20180503 16:40:20< irker106> wesnoth: Iris Morelle website:master e9d133f91563 / start/1.14/ (index.en.html index.it.html index.ja.html index.var po/it.po): announcement/1.14: Add Italian translation https://github.com/wesnoth/website/commit/e9d133f91563622a75a573aa5fa2f631d2d4bb2e 20180503 16:42:23<+discordbot> how about perilope? 20180503 16:43:28<+discordbot> like ante-lope with a different prefix 20180503 16:43:38<+discordbot> What's the "peri" supposed to mean? 20180503 16:43:43< zookeeper> sounds a bit odd but that might be due to my finnish-speaking brain. what's peri from? 20180503 16:43:44<+discordbot> around or near 20180503 16:43:46< zookeeper> ah 20180503 16:44:00< mattsc> zookeeper: yes, agreed (on the it does not have to be super smart). In fact, it’s amazing how simple you can make some things and still have them work pretty well. Some of the AIs I have written simple count how many enemy units can get to a given hex and use that as the maine contribution in the rating function. 20180503 16:44:02<+discordbot> Greek. 20180503 16:44:05<+discordbot> lope refers to bounding stride 20180503 16:44:09-!- gallaecio [~quassel@188.79.96.255] has joined #wesnoth-dev 20180503 16:44:11<+discordbot> so lope refers to how the animal walks 20180503 16:44:13<+discordbot> It gave us "periphery" amongst others. 20180503 16:44:27<+discordbot> and I was thinking peri refers to "near" as in near to humans 20180503 16:44:31<+discordbot> i.e. domesticated 20180503 16:44:41<+discordbot> rather, you could interpret it that way 20180503 16:44:54< zookeeper> oh right, i remember considering gazelope and maybe some other *lopes before. but gazelope sounded like a too obvious and simplistic mashup. 20180503 16:45:25<+discordbot> Why not using the real name? 20180503 16:45:28<+discordbot> that's because gaze isn't a prefix 20180503 16:46:00<+discordbot> because antelopes never grow to that size, I believe 20180503 16:46:05<+discordbot> and despite this being a fantasy realm, if we use real world animals, it would be very strange to have them be different only in our world 20180503 16:47:13<+discordbot> anyway, if you don't like it I'm sure I can come up with something else 20180503 16:47:39< mattsc> Giant pronghorn. Kind of :P kind of not. 20180503 16:47:42< zookeeper> i dunno, it's one of the better suggestions so far, but the bigger the pool to start picking from, the better 20180503 16:47:56< zookeeper> so if you can come up with more, please do 20180503 16:48:11<+discordbot> I'll punch somebody if I see another Prong unit anywhere. 20180503 16:48:24< mattsc> Why? 20180503 16:48:34<+discordbot> It's a long story. 20180503 16:48:45< mattsc> Ah. 20180503 16:48:47<+discordbot> I don't have time for stories right now. 20180503 16:48:59< mattsc> Pronghorns are real existing antelopes. 20180503 16:49:02< mattsc> I have seen them. 20180503 16:49:23< mattsc> That’s okay, I don’t need the story. 20180503 16:49:37-!- zookeeper_ [~lmsnie@192.130.252.50] has joined #wesnoth-dev 20180503 16:49:50-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Disconnected by services] 20180503 16:49:52-!- zookeeper_ is now known as zookeeper 20180503 16:50:08-!- zookeeper [~lmsnie@192.130.252.50] has quit [Changing host] 20180503 16:50:08-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180503 16:51:27-!- vn971 [~vasya@94.158.103.15] has quit [Ping timeout: 240 seconds] 20180503 16:51:30< zookeeper> agilope? :S 20180503 16:52:26-!- minzbonbon [~min@2a02:1b8:10:22:216:3eff:fe7b:f338] has quit [Ping timeout: 256 seconds] 20180503 16:53:07<+discordbot> "Orynx?" 20180503 16:53:36<+discordbot> Oryx is the genus (?) for some goat species, I forget which 20180503 16:54:07-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180503 16:55:32< mattsc> steppebuck :P 20180503 16:57:11<+discordbot> I think steppe refers to grasslandy areas, not deserts? 20180503 16:57:31<+discordbot> but could be wrong, I've forgotten most of what I learned in ecology class.... 20180503 16:57:50-!- minzbonbon [~min@meta23.net] has joined #wesnoth-dev 20180503 16:59:05-!- ggeneral [~ggeneral@42.175.47.77.pptp.ntu-kpi.kiev.ua] has left #wesnoth-dev [] 20180503 16:59:12< mattsc> I think you’re right. 20180503 16:59:25< mattsc> So it’s a sandbuck then. ;) 20180503 17:00:30< irker106> wesnoth/wesnoth:master loonycyborg 688ae150cc wesnothd: Fix remaining incorrect uses o AppVeyor: All builds passed 20180503 17:01:08<+discordbot> camelope 😂 20180503 17:05:23< irker106> wesnoth: Iris Morelle wesnoth:1.14 350865bffc7c / changelog.md doc/man/wesnoth.6: Fix wesnoth(6) claiming the default log level is error https://github.com/wesnoth/wesnoth/commit/350865bffc7cc7beb920f1ec9046e7170fe5d332 20180503 17:09:34<+discordbot> celticminstrel: Commit 49ad25fc696112aaa8f7b840abeded7d0660aaaa refers to a nonexistent commit. 20180503 17:12:14< irker106> wesnoth: Iris Morelle wesnoth:1.14 d524a772214d / changelog.md doc/man/wesnoth.6: Document --log-none in wesnoth(6) https://github.com/wesnoth/wesnoth/commit/d524a772214d21e93bfafdaa7c86b7dca845b2fc 20180503 17:12:22< irker106> wesnoth: Iris Morelle wesnoth:master 006bd4d099f6 / changelog.md doc/man/wesnoth.6: Fix wesnoth(6) claiming the default log level is error https://github.com/wesnoth/wesnoth/commit/006bd4d099f62a47ff548ecf4736a5f3a5322ea6 20180503 17:19:20< zookeeper> zellope -.- zellebok? 20180503 17:19:33< zookeeper> i wish we had horses. 20180503 17:20:33<+discordbot> the thing is you're trying to stick things that are prefixes/suffixes together, which makes it sound strange 20180503 17:21:04< zookeeper> maybe. i'm not much of a linguist 20180503 17:21:24<+discordbot> so in the gazelle's case, the etymology has it as "ġazāl" in arabic 20180503 17:21:38<+discordbot> or ghazal 20180503 17:22:09<+discordbot> and the al->ellle is probably an anglicization 20180503 17:24:44<+discordbot> there also seem to be 2 types of animals in the sprites 20180503 17:24:54<+discordbot> one is more gazelle-like, one is more ox-like 20180503 17:25:25< zookeeper> we're talking about the gazelle-like ones 20180503 17:27:44<+discordbot> do you have a name for the other? 20180503 17:29:28< zookeeper> i dubbed them taurochs (plural) 20180503 17:31:38<+discordbot> that sounds like something from warcraft 20180503 17:31:43<+discordbot> let me doublecheck 20180503 17:32:26<+discordbot> Yep 20180503 17:32:31<+discordbot> yeah 20180503 17:32:38<+discordbot> but it's only a character, maybe not a big issue? 20180503 17:32:39<+discordbot> reminds me of that pokemon called Tauros 20180503 17:32:40<+discordbot> An icy harbinger of doom 20180503 17:32:49<+discordbot> So not very similar 20180503 17:33:31<+discordbot> Looks like you got the idea from the auroch 20180503 17:33:35<+discordbot> Without the t 20180503 17:35:53< zookeeper> most likely, yes 20180503 17:39:31< irker106> wesnoth: Severin Glöckner wesnoth:1.14 0bd286e46e7a / data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg: TRoW: revert changes, to avoid a potential OOS https://github.com/wesnoth/wesnoth/commit/0bd286e46e7a0da20a9c714e99b78883042efbd6 20180503 17:39:33< irker106> wesnoth: Severin Glöckner wesnoth:1.14 a7018d06ffe3 / / (8 files in 8 dirs): German translation fixes https://github.com/wesnoth/wesnoth/commit/a7018d06ffe3a82c62833cac6927ed7554362caf 20180503 17:42:32< irker106> wesnoth: gfgtdf wesnoth:1.14 639cf20a738c / src/whiteboard/move.cpp: wb: fix nullptr assertion when log is enabled https://github.com/wesnoth/wesnoth/commit/639cf20a738c5ba7dd137e7ca8250733d8a33e98 20180503 17:42:34< irker106> wesnoth: gfgtdf wesnoth:1.14 b6e8a5b91db3 / src/whiteboard/ (attack.cpp move.cpp move.hpp side_actions.cpp side_actions.hpp): wb: refactor out get_unit() calls https://github.com/wesnoth/wesnoth/commit/b6e8a5b91db3093bed6fd8a6eefbf67f054f5035 20180503 17:42:36< irker106> wesnoth: gfgtdf wesnoth:1.14 729d6b6fc282 / src/ (7 files in 2 dirs): wb: update following moves when a recruit is executed https://github.com/wesnoth/wesnoth/commit/729d6b6fc282b639effd4a48182949ed019f5f72 20180503 17:42:38< irker106> wesnoth: gfgtdf wesnoth:1.14 5412a24b05a9 / src/whiteboard/manager.cpp: wb: fix crash when using planning mode mode with dsu https://github.com/wesnoth/wesnoth/commit/5412a24b05a9f8b89db0a2734ab77a46a7e19f66 20180503 17:42:40< irker106> wesnoth: gfgtdf wesnoth:1.14 05ab8e275fd9 / src/whiteboard/manager.cpp: wb: cleanups & add debug message https://github.com/wesnoth/wesnoth/commit/05ab8e275fd9557d17661451a10345256fc15ea6 20180503 17:42:42< irker106> wesnoth: gfgtdf wesnoth:1.14 576bdea529c1 / src/whiteboard/attack.cpp: wb: add debug info https://github.com/wesnoth/wesnoth/commit/576bdea529c198cc0f030b5bf3493c5745bcbf18 20180503 17:42:44< irker106> wesnoth: gfgtdf wesnoth:1.14 0745eb94a396 / src/whiteboard/ (action.hpp highlighter.cpp manager.cpp move.hpp): wb: fix moves for planned recruits https://github.com/wesnoth/wesnoth/commit/0745eb94a396e292fc83a3bb60107347c800f22f 20180503 17:43:26-!- grzywacz [~karol@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20180503 17:45:16<+discordbot> From the etymology of "hart" there's "koru" 20180503 17:53:37< grzywacz> MP server has just crashed. 20180503 17:53:53< grzywacz> Or was restarted. Either way - all games lost, everyone logging back in. 20180503 17:57:26<+discordbot> @loonycyborg 20180503 17:59:29< grzywacz> and again 20180503 18:01:24<+discordbot> zookeeper: list of idea names for now, I have some experiments to run so I may come up with more later 20180503 18:01:25<+discordbot> perilope camelope orynx ibynx carapra ungulope vicunelle guanalope 20180503 18:01:39-!- travis-ci [~travis-ci@ec2-54-221-82-230.compute-1.amazonaws.com] has joined #wesnoth-dev 20180503 18:01:40< travis-ci> gfgtdf/wesnoth#1100 (1.14 - 929d10f : gfgtdf): The build was fixed. 20180503 18:01:40< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/374511035 20180503 18:01:40-!- travis-ci [~travis-ci@ec2-54-221-82-230.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180503 18:03:03< zookeeper> @Yumi, great, thanks. i think perilope would be my current favorite, although ibynx is pretty fun too. 20180503 18:03:55< Ivanovic> when was the function removed to select a different resolution than the desktop resolution during full screen mode? 20180503 18:04:25<+discordbot> In the SDL2 transition. 20180503 18:04:31< irker106> wesnoth: Iris Morelle website:master 6905eaea3130 / start/1.14/ (index.it.html index.ja.html po/it.po): announcement/1.14: Update Italian translation https://github.com/wesnoth/website/commit/6905eaea313009236bb6b644b4fe89c22499a252 20180503 18:06:02< Ivanovic> does sdl2 no longer offer this function or did it cause too many problems? 20180503 18:06:27< Ivanovic> (especially considering todays 4k displays in 27" I would expect that to be a very important function to have a usable UI on very high res displays...) 20180503 18:08:08<+discordbot> Changing screen resolution in fullscreen mode would indeed be possible if we were using real fullscreen mode (which SDL2 does offer). 20180503 18:08:26<+discordbot> However, we're using borderless fullscreen mode, i.e. a window that covers the entire screen. 20180503 18:08:59<+discordbot> And to be fair, changing screen resolution is just not the way to do it in the long run. We should have our own UI scaling support instead. 20180503 18:10:45<+discordbot> Real fullscreen mode has some problems, starting from higher risk of causing PC instability. In general, the main reason why some games still use it is its lower overhead, allowing higher FPS in extremely demanding AAA games. 20180503 18:11:02<+discordbot> Some games even allow the player to choose between the different fullscreen modes. 20180503 18:12:29< Ivanovic> @jyrkive: did you see the results from my quick run with the crash in gdb? 20180503 18:12:35< Ivanovic> the bt is not too helpful... 20180503 18:12:58<+discordbot> Indeed, it's barely giving any information at all. 😦 20180503 18:20:30<+discordbot> kudu is a name of some antelopes, maybe it can serve as inspiration 20180503 18:24:53< Ravana_> constantly getting not responding in lobby today https://i.imgur.com/nIAAf6p.png 20180503 18:39:29<+discordbot> @loonycyborg Also, any idea why the Steam overlay isn't working on Windows? 20180503 18:39:58<+discordbot> no. I don't know what are requirements for making it work in general 20180503 18:40:14<+discordbot> @Vultraz Can you help? The only thing I know is that it's working on Linux. 20180503 18:41:15<+discordbot> @loonycyborg I think you just have to ship a DLL? 20180503 18:41:37<+discordbot> Don't quote me on this though, I haven't read the documentation. 20180503 18:43:34<+discordbot> honestly I'm not sure how that would be enough 20180503 18:43:46<+discordbot> would also need to call that dll 20180503 18:43:52<+discordbot> and that might clash with gpl 20180503 18:46:11<+discordbot> Overlay doesn't require DLLs, it just hooks into DirectX and OpenGL somehow 20180503 18:46:17<+discordbot> Since it works with non-steam games too 20180503 18:47:11<+discordbot> Ah. Then that's it. 20180503 18:47:20<+discordbot> We're using software rendering. 20180503 18:47:30<+discordbot> Neither DirectX nor OpenGL is used. 20180503 18:47:47<+discordbot> So how does it work on Linux then? 20180503 18:48:16<+discordbot> I know it injects code using a separate so there. 20180503 18:48:33-!- Rhonda [~rhonda@wesnoth/developer/rhonda] has quit [Remote host closed the connection] 20180503 18:48:54<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/441672515694231552/unknown.png 20180503 18:49:17<+discordbot> Maybe SDL uses OpenGL as rendering back-end on GNU/Linux even when the game doesn't request hardware rendering. 20180503 18:49:28<+discordbot> (Also @Vultraz never posted an initial update post on Steam huh.) 20180503 18:49:45<+discordbot> Or maybe the overlay isn't implemented with an OpenGL hook there. 20180503 18:50:56<+discordbot> Dunno how Linux overlay is implemented, but yeah on Windows it hooks into dx and opengl, mayyyybe Vulkan (unsure) 20180503 18:51:23<+discordbot> Anything with a software renderer doesn't work 20180503 18:52:00<+discordbot> Used one of em steam controller things, thing is non-functional without the overlay so learned that the hard way 20180503 18:52:05-!- Rhonda [~rhonda@anguilla.debian.or.at] has joined #wesnoth-dev 20180503 18:52:35<+discordbot> Well, that's unfortunate. 20180503 18:52:51<+discordbot> Obviously we won't be able to do anything about it for at least a year or two. 20180503 19:01:03<+discordbot> Recommending people to use Linux >_> 20180503 19:03:19< grzywacz> 3rd server crash. 20180503 19:03:45<+discordbot> @loonycyborg Still nothing? 20180503 19:03:56<+discordbot> right now? 20180503 19:04:04<+discordbot> I have tail -f on log file 20180503 19:04:05< grzywacz> 10-15 minutes ago? 20180503 19:04:12<+discordbot> and it still is printing 20180503 19:04:23<+discordbot> Because it follows the symbolic link when it changes... 20180503 19:04:24< grzywacz> I was playing a game, didn't report here immediately. 20180503 19:04:53<+discordbot> 14:53:20 lobby> tail: '/home/wesnoth/servers/stable/current.log' has been replaced; following new file 14:59:39 lobby> tail: '/home/wesnoth/servers/stable/current.log' has been replaced; following new file 15:35:10 lobby> tail: '/home/wesnoth/servers/stable/current.log' has been replaced; following new file 20180503 19:05:02<+discordbot> It's currently 16:04. 20180503 19:05:10<+discordbot> So it's crashed three times in less than two hours @loonycyborg 20180503 19:05:28< grzywacz> That's accurate. 20180503 19:05:52<+discordbot> As you can imagine, this is not ideal at this particular time. 20180503 19:06:19<+discordbot> I don't see anything particular at end of old.log 20180503 19:06:35<+discordbot> No, because it's probably dying to SIGSEGV every time. 20180503 19:06:44<+discordbot> You won't see that in the log. 20180503 19:07:00<+discordbot> find . -name 'core' 20180503 19:07:03<+discordbot> If it's not an exception or assert quit you won't find out by reading the logs. 20180503 19:07:09<+discordbot> this command doesn't show any new core files 20180503 19:07:14<+discordbot> Use 'core*'. 20180503 19:07:34<+discordbot> find . -name '*core*' 20180503 19:07:39<+discordbot> this is what I used 20180503 19:07:59< grzywacz> What timestamp does the latest one have? 20180503 19:08:06<+discordbot> How did you restart the server last time? 20180503 19:08:34<+discordbot> send_server_command 1.14 restart 20180503 19:08:53<+discordbot> ./builds/wesnothd-1.14-git-1.14.0-72-g0a2103b146/core 20180503 19:09:13<+discordbot> -rw------- 1 wesnoth wesnoth 73109504 May 3 18:34 ./builds/wesnothd-1.14-git-1.14.0-72-g0a2103b146/core 20180503 19:09:16<+discordbot> Use that. 20180503 19:09:21<+discordbot> Is making SDL use OpenGL as a backend difficult? Or is there a reason it's not done like compatibility with ancient hardware? 20180503 19:09:36<+discordbot> It's not creating new core dumps, it's overwriting the existing one because the build is still the same. 20180503 19:09:54<+discordbot> This is seriously stressing me out. 20180503 19:10:41<+discordbot> @O[A] Just switching the rendering backend would make performance worse. There would be too many tiny textures and reads from the framebuffer. 20180503 19:11:09<+discordbot> The plan is to refactor the whole rendering pipeline significantly, and use OpenGL directly. 20180503 19:11:13<+discordbot> hmm 20180503 19:11:39<+discordbot> 0a2103b146 is git commit hash of that build? 20180503 19:11:52<+discordbot> What do you think? 20180503 19:12:21<+discordbot> You were told already that the build names are based on git describe. 20180503 19:12:34<+discordbot> You know your latest commit is 0a2103b1460509bf01b28e6c4254208ec0b4f62d. 20180503 19:12:46<+discordbot> 16:12:36 shadowm@hanacore ~/src/wesnoth-1.14 git:1.14 % git describe 0a2103b1460509bf01b28e6c4254208ec0b4f62d 1.14.0-72-g0a2103b146 20180503 19:13:04<+discordbot> this "g" is just confusing me 20180503 19:13:19<+discordbot> That's part of the git describe output. 20180503 19:13:28<+discordbot> What does it mean? I don't know, and it's not important anyway. 20180503 19:14:36<+discordbot> Think it just stands for "git", like a shorthand for "git commit hash" 20180503 19:16:37< grzywacz> shadowm: maybe change /proc/sys/kernel/core_pattern so it does not overwrite? 20180503 19:17:42<+discordbot> It's not necessary, he can copy it every time. 20180503 19:18:34<+discordbot> I already got that bt before 20180503 19:21:09<+discordbot> And what does it point to? 20180503 19:22:12<+discordbot> I thought I already fixed it with that commit 20180503 19:22:36<+discordbot> though soliton suggested a different thing to check in other channel 20180503 19:22:43< irker106> wesnoth: Nils Kneuper wesnoth:master c19590fc453c / po/wesnoth-tsg/gl.po: updated Galician translation https://github.com/wesnoth/wesnoth/commit/c19590fc453c2ca1c3c68abe734a99d297db2ef6 20180503 19:22:49< irker106> wesnoth: Nils Kneuper wesnoth:1.14 979ef35e7f15 / changelog.md players_changelog.md po/wesnoth-tsg/gl.po: updated Galician translation https://github.com/wesnoth/wesnoth/commit/979ef35e7f159397093d26f8b6c11c25a7d014db 20180503 19:33:37< irker106> wesnoth/wesnoth:1.14 loonycyborg 0a2103b146 wesnothd: Fix remaining incorrect uses o AppVeyor: All builds passed 20180503 19:47:07< grzywacz> waaaaaaa, it's actually possible to select units by clicking on the minimap? :D 20180503 19:49:21<+discordbot> bt suggests that segfault was in handler for [leave_game], it ended up accessing wml with invalid item in it 20180503 19:50:53<+discordbot> ... It is possible to select units using the minimap?? 20180503 19:56:18-!- gfg [~androirc@134.76.63.8] has joined #wesnoth-dev 20180503 19:57:36< zookeeper> ...woot? 20180503 20:02:06<+discordbot> o.O It is. One can even launch attacks that way. I don't manage it everytime, and the place to klick is a bit under the unit and to the right 20180503 20:02:16<+discordbot> San someone port gfgtdf s commits to master 20180503 20:02:30< mattsc> zookeeper, Soliton, whoever else cares: I’ve whipped together an AI for Muff Toras in AToTB Chase over lunch break. It seems to work reasonably well: 20180503 20:02:33< mattsc> https://github.com/wesnoth/wesnoth/pull/3003 20180503 20:02:37<+discordbot> @mattsc Can you remind him to do that? 20180503 20:03:05< mattsc> Can I remind gfgtdf to do that? 20180503 20:03:22<+discordbot> Yes, please. 20180503 20:04:01< mattsc> Okay, sure. (Out of curiosity, do I have a better connection to him than somebody else?) 20180503 20:04:06<+discordbot> I’ve given up asking him and have resigned myself to having to ensure it’s done 20180503 20:04:22< mattsc> Oh, okay. I’ll try. :) 20180503 20:04:25<+discordbot> I am afraid that if he can't do it himself he'll just have to start submitting pull requests instead. 20180503 20:04:30<+discordbot> Either by myself or someone else 20180503 20:04:52<+discordbot> But really shadowm why are you asking matted since I was the one who asked 20180503 20:05:06<+discordbot> Wait. 20180503 20:05:14<+discordbot> @mattsc Sorry I didn't intend to tag you. 20180503 20:05:22<+discordbot> IGNORE THAT. 20180503 20:05:27< mattsc> Heh. 20180503 20:05:34<+discordbot> @Vultraz Can you remind him to do it? 20180503 20:05:39<+discordbot> No. 20180503 20:05:42<+discordbot> I’ve given up 20180503 20:05:42< mattsc> I can ping him too, if I see him around, no worries. 20180503 20:05:47<+discordbot> It’s no use 20180503 20:09:37< Ivanovic> @loonycyborg: how could it do that? actually the game crashes when opening the preferences 20180503 20:09:50< Ivanovic> invalid wml would mean something in the 1.14 repo is "invalid" 20180503 20:09:55< Ivanovic> the same for master 20180503 20:10:02<+discordbot> I was talking about server crash 20180503 20:10:05<+discordbot> other one 20180503 20:10:10<+discordbot> not yours 😛 20180503 20:10:10< Ivanovic> ahhh, okay, sorry... 20180503 20:10:12< Ivanovic> :( 20180503 20:12:09<+discordbot> https://puu.sh/AfrKH/2a66dc41cb.png i think there seems to be an injection likeish way to "break" the UI? 20180503 20:13:36<+discordbot> as you can see here, the gladiator image gets displayed on the left, that messe up the line spacing.. 20180503 20:16:09<+discordbot> @loonycyborg I assume you don't need me to remind you the cardinal rule of WML. 20180503 20:16:32<+discordbot> (Invalid WML may never crash the game. Or the server.) 20180503 20:16:59<+discordbot> *must 20180503 20:21:35<+discordbot> I mean it's not invalid wml 20180503 20:21:42<+discordbot> but invalid simple_wml structure 20180503 20:22:09<+discordbot> it aggregates some vector with nonsensical content and size of 2 billion or so 20180503 20:22:18<+discordbot> as one of children 20180503 20:22:56<+discordbot> That sounds like a dangling pointer. 20180503 20:23:15<+discordbot> yup 20180503 20:23:46<+discordbot> Would building with UBsan help you track it down? 20180503 20:24:07<+discordbot> Wouldn't ASan be better? 20180503 20:24:41<+discordbot> Isn't that going to slow down the server by a factor of 10 or so? 20180503 20:25:50<+discordbot> "Only" by a factor of about two, apparently. 20180503 20:25:52<+discordbot> https://github.com/google/sanitizers/wiki/AddressSanitizerPerformanceNumbers 20180503 20:44:02-!- Oebele [~quassel@143.177.58.202] has quit [Remote host closed the connection] 20180503 21:05:10-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 256 seconds] 20180503 21:13:36-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20180503 21:18:02<+discordbot> @phaZ oh dear... 20180503 21:21:53<+discordbot> :'D 20180503 21:23:06<+discordbot> I know why that happens, but it’s probably not worth fixing... it would be pretty difficult 20180503 21:23:35-!- gallaecio [~quassel@188.79.96.255] has quit [Remote host closed the connection] 20180503 21:25:10<+discordbot> You give up too quickly. 20180503 21:25:58<+discordbot> https://github.com/wesnoth/wesnoth/commit/9927e9dcf18bd332a6988b42c8baed98ece7105f 20180503 21:26:15<+discordbot> That was soooooooo difficult. 20180503 21:27:15<+discordbot> Although you'd probably have to combine that with a simple string search to get the correct column text from the string. 20180503 21:48:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20180503 21:49:32<+discordbot> I'm inclined to make that mod now to make that tweak just so I have a one-line response 20180503 21:50:37<+discordbot> Call it The Artstyle Sullier or something 20180503 21:52:26<+discordbot> @loonycyborg server crashed at 23:06:10 (~50 minutes ago) 20180503 21:55:15<+discordbot> @sevu perhaps you got any ideas how to repro it? 20180503 21:55:45<+discordbot> so far from bt I know it happens in response to [leave_game] under some circumstances 20180503 21:56:27< Soliton> if you check the non-public channel you can read how. 20180503 21:56:47< Soliton> perhaps not the best thing to discuss in public. 20180503 21:57:33<+discordbot> Unfortunately not, I just saw the End of File message in the terminal. But I'm not sure if one receives always the End of File message. 20180503 21:58:11< Soliton> yes, it just means disconnect. 20180503 22:00:48<+discordbot> I'm not sure if I got them on all crashed, or if I just was thrown out. At least I fell like I saw it the first time now, though it may be easy to miss. 20180503 22:24:46< irker106> wesnoth: Severin Glöckner wesnoth:1.14 b2e6b7c253d4 / changelog.md players_changelog.md: Changelog - correct i18n entry https://github.com/wesnoth/wesnoth/commit/b2e6b7c253d407d2a9034e616fbfb7ec85598989 20180503 22:24:49< irker106> wesnoth/wesnoth:1.14 galegosimpatico 2d89881be7 MP lobby honors disabled `quit` confirma AppVeyor: All builds passed 20180503 22:44:16<+discordbot> someone made an acc to report this bug: https://r.wesnoth.org/p627167 looking at his libraries my first thought is that he may have an custom build (we had newer libraries, and no openmp, or?), maybe he could provide more information if asked for 20180503 23:07:28-!- sevu [~Shiki@p548556F0.dip0.t-ipconnect.de] has joined #wesnoth-dev 20180503 23:08:50< sevu> Ivanovic, is the information here for French correct? https://wiki.wesnoth.org/WesnothTranslations 20180503 23:12:34-!- grzywacz [~karol@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20180503 23:16:32< sevu> I remember someone complained about the mailing list not working a year ago. Asking you since I saw there was an French translation update, and I'm afraid people who offer now to help with the French translation will not find contact to the right person. 20180503 23:17:50<+discordbot> We have a translations mailing list again. 20180503 23:18:39<+discordbot> I pointed out to Ivanovic the other day that WesnothTranslations doesn't have the current info for the current French maintainer in the hope that he'd send an email about it to the current maintainer. 20180503 23:19:17<+discordbot> I don't know if the current maintainer is subscribed to the new ML or how to contact them myself. 20180503 23:25:51<+discordbot> I mean another ML, the French team has listed their own here: https://wiki.wesnoth.org/WesnothTranslations 20180503 23:47:48-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180503 23:57:12< irker106> wesnoth: loonycyborg wesnoth:1.14 c87aa0c5b207 / src/server/server.cpp: wesnothd: fix crash from using reference to deleted object https://github.com/wesnoth/wesnoth/commit/c87aa0c5b207cf2acc05af073a616c53622f60b1 20180503 23:58:38< irker106> wesnoth: gfgtdf wesnoth:master 9277a6cf5378 / src/ (6 files in 2 dirs): wb: fix future unit sprite missing https://github.com/wesnoth/wesnoth/commit/9277a6cf537863f9236e1d09b11c64903f50cecc 20180503 23:58:40< irker106> wesnoth: gfgtdf wesnoth:master ba6495c96add / src/whiteboard/side_actions.cpp: wb: more robust side_actions_container::get_turn https://github.com/wesnoth/wesnoth/commit/ba6495c96addbc8279d580e261acce6b589a6eeb 20180503 23:58:42< irker106> wesnoth: gfgtdf wesnoth:master 195913fc4be3 / src/whiteboard/side_actions.cpp: wb: more robust side_actions_container::erase https://github.com/wesnoth/wesnoth/commit/195913fc4be356bce2aa5d9b99bc2f64a4c3048b 20180503 23:58:44< irker106> wesnoth: gfgtdf wesnoth:master 00f90eabe68d / src/whiteboard/move.cpp: wb: fix nullptr assertion when log is enabled https://github.com/wesnoth/wesnoth/commit/00f90eabe68dd2e41f7623bd759de8755d255105 20180503 23:58:46< irker106> wesnoth: gfgtdf wesnoth:master 5847615a774d / src/whiteboard/ (attack.cpp move.cpp move.hpp side_actions.cpp side_actions.hpp): wb: refactor out get_unit() calls https://github.com/wesnoth/wesnoth/commit/5847615a774d8fa7f78be8fbef0ce8ca67fcd909 20180503 23:58:48< irker106> wesnoth: gfgtdf wesnoth:master 2174bfc2156f / src/ (7 files in 2 dirs): wb: update following moves when a recruit is executed https://github.com/wesnoth/wesnoth/commit/2174bfc2156fd3af6ceb76e6bb939bc04c27c503 20180503 23:58:50< irker106> wesnoth: gfgtdf wesnoth:master 4f161d889c87 / src/whiteboard/manager.cpp: wb: fix crash when using planning mode mode with dsu https://github.com/wesnoth/wesnoth/commit/4f161d889c87f610a565347656fd1695b60b1208 20180503 23:58:52< irker106> wesnoth: gfgtdf wesnoth:master 6cfe64e4da1b / src/whiteboard/manager.cpp: wb: cleanups & add debug message https://github.com/wesnoth/wesnoth/commit/6cfe64e4da1b1b5ae0082befa2a31281ad480fee 20180503 23:58:54< irker106> wesnoth: gfgtdf wesnoth:master c9df4bf02a4c / src/whiteboard/attack.cpp: wb: add debug info https://github.com/wesnoth/wesnoth/commit/c9df4bf02a4c5db66b4a29e0174ce1744a0088a6 20180503 23:58:56< irker106> wesnoth: gfgtdf wesnoth:master 04d0dcdf655b / src/whiteboard/ (action.hpp highlighter.cpp manager.cpp move.hpp): wb: fix moves for planned recruits https://github.com/wesnoth/wesnoth/commit/04d0dcdf655beefeda3a79d575669789ddc14e3b 20180503 23:58:58< irker106> wesnoth: loonycyborg wesnoth:master b0cbe3adf75a / src/server/server.cpp: wesnothd: fix crash from using reference to deleted object https://github.com/wesnoth/wesnoth/commit/b0cbe3adf75a366c6887c6318d40cb55bf02fceb 20180503 23:59:25<+discordbot> forward-ported all of gfgtd's whiteboard commits --- Log closed Fri May 04 00:00:03 2018