--- Log opened Sat May 12 00:00:43 2018 20180512 00:01:58-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20180512 00:02:16-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180512 00:25:45<+discordbot> 20180511 21:24:23 error unit: Found unit type id with invalid characters: "AnlindëDead" 20180512 00:25:48<+discordbot> Really now. 20180512 00:27:14<+discordbot> Rëally. 20180512 00:36:11< EliDupree> Tired: alphanumeric characters. Wired: https://github.com/rust-lang/rust/issues/7048 20180512 00:39:10<+discordbot> Good example of why I can't put mod names inline: 20180512 00:39:10<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444659765390475264/unknown.png 20180512 00:43:13< gfgtdf> this is really not a reason, it could just display the first three items, or only show the mods if they fit in the line, or show as many as fit on that line... many posiblities. 20180512 00:48:41<+discordbot> Groan. 20180512 00:49:10<+discordbot> Invalid WML found: [animate_unit] is missing flag 20180512 00:49:20< loonycyborg> btw what does letter with 2 dots mean here? 20180512 00:49:30<+discordbot> what? 20180512 00:49:45< loonycyborg> how do you read it? 20180512 00:49:52< loonycyborg> each language has own meaning for it 20180512 00:49:56< loonycyborg> including russian 20180512 00:50:14<+discordbot> an umlaut? 20180512 00:50:34< loonycyborg> yes 20180512 00:50:39< loonycyborg> ë 20180512 00:51:01<+discordbot> I always read her name as ending in "day" 20180512 00:51:22<+discordbot> (pronunciation-wise) 20180512 00:57:18< EliDupree> It may be a diaeresis, indicating that vowel is pronounced as a separate syllable. That way you know it's not pronounced "anlind" as if it was a silent e. 20180512 00:57:42<+discordbot> That's how I see it 20180512 00:57:52<+discordbot> nods 20180512 00:58:52< loonycyborg> well I had vaguely the same idea 20180512 00:59:03< loonycyborg> somehow 20180512 00:59:38<+discordbot> I love how you people have this conversation while I'm like 20180512 00:59:46<+discordbot> "i just pronounce it anlinduh" 20180512 01:00:10<+discordbot> blinks 20180512 01:00:12<+discordbot> as in. 20180512 01:00:15<+discordbot> ann linda. 20180512 01:00:21<+discordbot> blinks 20180512 01:00:59<+discordbot> I didn't come up with the name so I don't care much about its pronunciation. 20180512 01:01:10< loonycyborg> so you took it from somewhere? 20180512 01:01:17<+discordbot> No. 20180512 01:01:29<+discordbot> Someone provided it for me. Long story, not going to go into details in this chat. 20180512 01:01:39< loonycyborg> hmm ok 20180512 01:05:38< celticminstrel> FTR, an umlaut/dieresis in English means "this vowel is pronounced as a syllable on its own even though normally it wouldn't be". 20180512 01:06:19< celticminstrel> So for example Zoë is pronounced "zoh-ee" rather than just "zoh", and naïve is pronounced "nah-eev" rather than "nayv". 20180512 01:07:29< celticminstrel> I'd probaby pronounce Anlindë with a schwa as the final syllable; not sure if that's what shadowm meant by "uh", but it may be a bit different from "Linda". 20180512 01:08:23< celticminstrel> This usage of diaresis is basically a standard thing in English AFAIK, though I think most people tend to omit them. 20180512 01:08:34< celticminstrel> Very few people write "coöperative" for example. 20180512 01:10:15< loonycyborg> I think this disconnect between writing and speech is dumb 20180512 01:10:49< loonycyborg> should update writing rules more often 20180512 01:10:56< loonycyborg> to be consistent with speech 20180512 01:11:08< loonycyborg> russian is a bit better at it than english 20180512 01:11:10< loonycyborg> but only a bit 20180512 01:11:11<+discordbot> Natural languages aren't programs. 20180512 01:11:36<+discordbot> You can't just "update" things like that on a whim. 20180512 01:11:41< celticminstrel> Yeah. 20180512 01:11:49< loonycyborg> on a whim can't 20180512 01:11:57< celticminstrel> Even countries who've tried it don't do very well IIRC 20180512 01:11:57< loonycyborg> but you can organize a language reform 20180512 01:12:01< celticminstrel> Like France I think for example? 20180512 01:12:31< celticminstrel> You can in theory organize a spelling reform, and it has been done before (Webster for example); however, it's not as easy as it sounds. 20180512 01:12:37< loonycyborg> actually there were a couple of such reforms in russian 20180512 01:12:45<+discordbot> Our official authority is the Royal Spanish Acadamey. Do you have any idea how many craps we give about what they say? 20180512 01:12:45< loonycyborg> two major ones 20180512 01:12:55< loonycyborg> one in times of Peter the Great 20180512 01:13:00<+discordbot> (Hint: it's an integer that's less than 1.) 20180512 01:13:01< loonycyborg> other after revolution 20180512 01:13:06< celticminstrel> Yeah I thought there was something about Spanish too... but I dunno if that's in Spain or what. 20180512 01:13:15< celticminstrel> shadowm: Ah, so obviously the answer is -7. :P 20180512 01:13:28-!- louis94 [~~louis94@91.176.171.238] has quit [Ping timeout: 240 seconds] 20180512 01:13:35<+discordbot> English is even worse because you have the eternal war on the Crown's English. 20180512 01:14:34<+discordbot> So yeah this kind of thing just doesn't fly when you have multiple countries involved and at least one of them has political motivation to not comply. 20180512 01:14:50< loonycyborg> well actually you can 20180512 01:14:52<+discordbot> As well as cultural motivation. 20180512 01:14:58<+discordbot> Which is the Latin American case. 20180512 01:15:04< loonycyborg> but you end up with even more diverged languages 20180512 01:16:31<+discordbot> I swear someone changed something in the terrain graphics engine in 1.13.x. 20180512 01:17:03<+discordbot> There's basically no reason I should be changing a few magic numbers in my WML when the images I use haven't changed at all. 20180512 01:17:08<+discordbot> Language is organic. Its rules generally conform to what people use (eventually), not the other way around 20180512 01:17:18<+discordbot> And yet here I am, doing trial and error on image positioning offset.s 20180512 01:17:49<+discordbot> @shadowm what images? 20180512 01:18:01<+discordbot> AtS moss, Naia banners. 20180512 01:18:09<+discordbot> the walls moved 20180512 01:18:22<+discordbot> their images were redrawn so as to offer wider passages 20180512 01:18:36<+discordbot> Oh did they now. 20180512 01:18:38<+discordbot> Yes 20180512 01:18:49<+discordbot> Well, poo. 20180512 01:19:18<+discordbot> And their transitions with cave walls reworked in places 20180512 01:19:51<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444670004374405141/unknown.png 20180512 01:19:55-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20180512 01:19:59<+discordbot> I need someone to draw me a fire hazard sign for this particular corridor. 20180512 01:21:03<+discordbot> I greatly regret coming up with this backwards layout for the overlays. 20180512 01:21:04<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444670309518540801/unknown.png 20180512 01:21:46<+discordbot> backwards layout? 20180512 01:21:54<+discordbot> Backwards layout indeed. 20180512 01:22:43<+discordbot> wait, the banner is on the floor tile 20180512 01:22:50<+discordbot> Finally you saw it! 20180512 01:22:56<+discordbot> Yes, that's why it's backwards. 20180512 01:23:30<+discordbot> not great now that sconces are their own terrain 20180512 01:23:32<+discordbot> I don't remember if I was trying to solve a specific problem or I just couldn't figure out a better way to do the layout WML at the time. 20180512 01:23:39<+discordbot> They were their own terrain already. 20180512 01:23:48<+discordbot> This makes no difference in that regard. 20180512 01:23:51<+discordbot> (btw, the sconce terrain works on the floor too) 20180512 01:23:56<+discordbot> I am aware. 20180512 01:24:02<+discordbot> It's also backwards. 20180512 01:24:22<+discordbot> The torches are basically positioned into the tile to the north of the one you're placing them on. 20180512 01:24:45<+discordbot> good point 20180512 01:24:50<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444671258681147396/unknown.png 20180512 01:24:53<+discordbot> I think there might have been a reason for that? 20180512 01:25:22<+discordbot> This shows the layout better: 20180512 01:25:23<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444671394245115904/unknown.png 20180512 01:25:50<+discordbot> i guess so units don't get impaled by torches 20180512 01:26:01<+discordbot> I guess my terrain isn't much better in this regard: 20180512 01:26:01<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444671556543840266/unknown.png 20180512 01:26:17<+discordbot> It wouldn't fit in a single tile, no matter what. 20180512 01:26:20<+discordbot> maybe because a sconce is supposed to be on the wall, so if you place a wall north of it, it looks like it's stuck on it? 20180512 01:26:47<+discordbot> I'm interested to see where you use carpet 20180512 01:26:49<+discordbot> So when it came to choosing which one of the three tiles it should belong into I guess I just decided to go for the southeastern most because it felt natural. 20180512 01:27:01<+discordbot> Either that or it's because I was experiencing layering issues. 20180512 01:27:11<+discordbot> I did not use carpets and I already finished revising maps. 20180512 01:27:24<+discordbot> I'm afraid my opinion about them is not positive. 20180512 01:27:28<+discordbot> oh? 20180512 01:27:39<+discordbot> Oh indeed. 20180512 01:27:42<+discordbot> the cave carpet? 20180512 01:27:53<+discordbot> I personally don't like the color of the purple carpet 20180512 01:28:31<+discordbot> I don't like the Basic Stone Floor (which for some reason is identified as Irs instead of an R* terrain). 20180512 01:28:50<+discordbot> I don't like the fact that I don't get a choice of base terrain with the carpets because they are base terrains in and of themselves. 20180512 01:29:02<+discordbot> And none of the three variants are useful to me. 20180512 01:29:08<+discordbot> that was done to allow overlays on top of the carpets 20180512 01:29:15<+discordbot> Okay. 20180512 01:30:12<+discordbot> So how are th new gates looking in production? 20180512 01:30:46<+discordbot> I think I gave you a screenshot with them in it 20180512 01:30:54<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444672786636472330/unknown.png 20180512 01:30:59<+discordbot> Grate. 20180512 01:31:08<+discordbot> I mean great. 20180512 01:31:24<+discordbot> you should use the horizontal variant there 20180512 01:31:27<+discordbot> Ther eis another one for this situation 20180512 01:31:29<+discordbot> Not really. 20180512 01:32:18<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444673137611767828/Capture1.JPG 20180512 01:32:20<+discordbot> ^Pr| is exactly for that.... 20180512 01:32:47<+discordbot> the wooden ones are actually pretty nice 20180512 01:33:10<+discordbot> It doesn't work with corridors that are wider than 1 tile. 20180512 01:34:45<+discordbot> Also, before you take a look and point out that not all gates have been converted, I am aware. 20180512 01:36:07<+discordbot> I was hoping for a better transition for the 2 tile gates 20180512 01:36:14-!- sevu [~Shiki@p548546E5.dip0.t-ipconnect.de] has quit [Ping timeout: 256 seconds] 20180512 01:36:29<+discordbot> still have to figure out what to do for that 20180512 01:36:47< celticminstrel> That gate on the left of Yumi's screenshot, is that / or \ 20180512 01:37:22<+discordbot> uhm, you mean the wooden or metal one? 20180512 01:37:35<+discordbot> why is there a giant smiley face 20180512 01:38:01<+discordbot> Probably an easter egg for people using :shroud or looking at the map directly on the editor. 20180512 01:38:06< celticminstrel> The metal one in this case, but it doesn't actually matter, the point technically applies to both. 20180512 01:38:25<+discordbot> the metal is / 20180512 01:38:28<+discordbot> the wooden is \ 20180512 01:38:37< celticminstrel> Hmm, and what does | look like? 20180512 01:38:39<+discordbot> the wooden ones are open 20180512 01:38:40<+discordbot> I'm actually surprised Vultraz of all people hasn't spotted the IftU easter egg yet. 20180512 01:38:49<+discordbot> Actually wait no I shouldn't be surprised. 20180512 01:39:02< celticminstrel> Because I think that naming scheme is actually really unfortunate. 20180512 01:39:04<+discordbot> He never playtested the 2.0 release candidates. 20180512 01:39:13<+discordbot> I looked at all the maps 20180512 01:39:14< celticminstrel> The metal one should be \ and the wooden one should be / 20180512 01:39:16<+discordbot> 🤔 20180512 01:39:44<+discordbot> celmin: there are open and shut variants of both 20180512 01:39:51< celticminstrel> That's irrelevant. 20180512 01:40:05<+discordbot> i don't see your point then 20180512 01:40:06< celticminstrel> The point is that / and \ for gates have the opposite meaning that they have for bridges, apparently. 20180512 01:40:17< celticminstrel> Whereas | has the same meaning. 20180512 01:40:26<+discordbot> Uh no. 20180512 01:40:37<+discordbot> You got it all backwards. 20180512 01:40:37< celticminstrel> This is assuming Yumi was correct though. 20180512 01:40:59<+discordbot> \ faces southwest-northeast, / faces the other way around. 20180512 01:41:04<+discordbot> I'm looking at the terrain codes, so I should be correct 20180512 01:41:05<+discordbot> | faces HORIZONTALLY instead of VERTICALLY. 20180512 01:41:09<+discordbot> unless my eyes have exploded 20180512 01:41:14<+discordbot> That's where they differ from bridges. 20180512 01:41:42<+discordbot> In other words | is the one terrain in the entire game that faces west-east. 20180512 01:41:43< celticminstrel> Think of it this way. 20180512 01:41:46<+discordbot> Ironically enough. 20180512 01:42:10<+discordbot> long overdue 20180512 01:42:11< celticminstrel> For bridges, / means you can travel through from southwest to northeat, right? But for gates, / has this meaning. 20180512 01:42:15< celticminstrel> Uh. 20180512 01:42:21< celticminstrel> Wait. 20180512 01:42:26 * celticminstrel rethinks that for a moment. 20180512 01:42:51<+discordbot> o_o 20180512 01:43:13< celticminstrel> Yeah, okay. For bridges, / means you can travel across the bridge from southwest to northeast. The gate that lets you travel through it from southwest to northeast is \. That's really unfortunate IMO. 20180512 01:43:31<+discordbot> Not really? 20180512 01:43:36<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444675982671085579/unknown.png 20180512 01:43:39< celticminstrel> It would be less bad if the horizontal gate used - instead of | 20180512 01:43:41<+discordbot> oh, i see what ou mean 20180512 01:43:49< celticminstrel> Still could be confusing though. 20180512 01:43:56<+discordbot> you're overthinking this 20180512 01:43:59< celticminstrel> Then again, the reverse could also be confusing. 20180512 01:44:20<+discordbot> it is done in the order one traverses the terrain 20180512 01:44:25< celticminstrel> So I think I'd just recommend changing the horizontal gate to use - instead of | as it's the lesser change. 20180512 01:44:26<+discordbot> you travel WITH the direction of a bridge 20180512 01:44:35<+discordbot> but perpendicular to the direction of a gate 20180512 01:44:56< celticminstrel> That's consistent in the case of bridges, but not in the case of gates, because the horizontal one is | and not - 20180512 01:44:58<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444676327409188864/unknown.png 20180512 01:45:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180512 01:45:07<+discordbot> vultraz I don't think your statement is right 20180512 01:45:16<+discordbot> ah, true 20180512 01:45:17<+discordbot> look at the gate and think about which way the person traverses 20180512 01:45:27<+discordbot> but really we're overthinking 20180512 01:45:41< celticminstrel> The problem is that there's an inconsistency. 20180512 01:45:48< celticminstrel> It could be resolved in one of two ways. 20180512 01:45:55< celticminstrel> 1. Swap the meaning of / and \ for gates. 20180512 01:46:04< celticminstrel> 2. Replace | with - in gate terrains. 20180512 01:46:08<+discordbot> If you care about inconsistency let's rename all the inconsistently-named WML keys 20180512 01:46:25<+discordbot> \ and / are just right, I really don't see the issue. 20180512 01:46:29<+discordbot> but replacing terrain codes would mess up a bunch of older maps 20180512 01:46:38<+discordbot> And 1 constitutes a change that wmllint cannot perform. 20180512 01:46:41< celticminstrel> TBH I'm okay with that if you do it while deprecating the old ones properly. 20180512 01:46:59< celticminstrel> @Yumi Replacing terrain codes has been done quite a lot, so... 20180512 01:47:05<+discordbot> You can't deprecate \ and / to replace them with / and . 20180512 01:47:14<+discordbot> It becomes a chicken-and-egg issue. 20180512 01:47:22<+discordbot> we're not changing the terrain codes 20180512 01:47:41< celticminstrel> @shadowm I do think 2 is better simply because it changes less things, though I also think wmllint should be able to do this substitution with a little work. 20180512 01:48:01< celticminstrel> @Vultraz So you prefer people to be confused, got it. 20180512 01:48:05<+discordbot> Honestly it's not necessary. 20180512 01:48:14<+discordbot> no one cares about this 20180512 01:48:18<+discordbot> idk, the way they're named is fine 20180512 01:48:26<+discordbot> \ and / are the way the terrain is drawn 20180512 01:48:37< celticminstrel> I mean it's not like a high priority thing, but I think it's something worth doing at some point. 20180512 01:48:47<+discordbot> so like if you draw a /, that's the way you would draw the gate/bridge if you were actually drawing it 20180512 01:48:52< celticminstrel> | is not the way the terrain is drawn. 20180512 01:48:54<+discordbot> If we ever get gates that run along the north-south axis it might be worth considering but even then it's not worth breaking content. 20180512 01:49:11<+discordbot> it's FINE the way it is 20180512 01:49:15< celticminstrel> I'll also admit that someone writing out terrain codes manually would be more likely to remember the current way for diagonal gates. 20180512 01:49:21< celticminstrel> Which is another argument for 2 instead of 1. 20180512 01:49:41<+discordbot> really 20180512 01:49:42<+discordbot> does anyone write them out manually? O_o 20180512 01:49:43<+discordbot> it's fine 20180512 01:49:53< celticminstrel> (The argument for 1 instead of 2 would be for coding purposes.) 20180512 01:49:55<+discordbot> @Yumi Yes. How else do you expect to write location filters? 20180512 01:50:01< celticminstrel> @Yumi Technically yes but not in maps. 20180512 01:50:06<+discordbot> oh you meant in code 20180512 01:50:27<+discordbot> I misunderstood your statement 20180512 01:50:28< celticminstrel> (By making substitution 1 you guarantee that code can treat bridges and gates identically.) 20180512 01:51:01<+discordbot> It already can. 20180512 01:51:18< celticminstrel> Well, that would depend on what you're doing... 20180512 01:51:24<+discordbot> I'm pondering asking Yumi to look at my last writing sample but also i don't think Yumi plays Life is Strange so they night not get it 🤔 20180512 01:51:25<+discordbot> I only care about the visuals. 20180512 01:51:36<+discordbot> This stuff about unit paths doesn't make any sense. 20180512 01:51:38<+discordbot> ask away 20180512 01:51:56< celticminstrel> Most places I know of that work with bridges though take a list of three variants, so there's no major issue there (except people could get confused at why some go /,\,| while others go \,/,|). 20180512 01:52:08<+discordbot> Units are not required to move along any specific path on a bridge unless they're weirdo units with restricted movement on water or land. 20180512 01:52:08<+discordbot> I'm not totally familiar, but I don't need to be to critique the actual writing 20180512 01:52:37<+discordbot> mkkkkkkk 20180512 01:52:48< celticminstrel> Well, if you put the bridge over deep water... 20180512 01:53:01<+discordbot> Edge cases are not the norm. 20180512 01:54:29<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444678720364740608/unknown.png 20180512 01:54:43<+discordbot> I think this should settle the argument for the diagonal terrains. 20180512 01:56:38< celticminstrel> Rail is more like bridge than gates though. 20180512 01:56:47<+discordbot> VISUALS 20180512 01:56:58< celticminstrel> Sure, but then why is it | instead of -? 20180512 01:57:01<+discordbot> The terrains have a distinctive visual direction. 20180512 01:57:08<+discordbot> Yeah, that's what I was complaining about in the first place. 20180512 01:57:22< celticminstrel> So changing them to - would IMO be a good idea. 20180512 01:57:23<+discordbot> Is - even a valid character for terrain codes? 20180512 01:57:33<+discordbot> And did the person who wrote this know the answer? 20180512 01:57:46< celticminstrel> I have no idea how valid characters are even determined... 20180512 01:58:04< celticminstrel> But I don't see any reason why - couldn't be added if it wasn't already allowed. 20180512 01:58:10<+discordbot> I know & is a valid character at least. 20180512 02:11:10-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180512 02:22:16-!- timotei__ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20180512 02:24:51-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 240 seconds] 20180512 02:30:51< irker328> wesnoth/wesnoth:1.14 Severin Glöckner ef316bfc0d NR S2: remove second endlevel event for AppVeyor: All builds passed 20180512 02:44:29-!- gfgtdf [~chatzilla@x4e32b1f9.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.8.0/20180430140610]] 20180512 03:26:05< celticminstrel> UnwiseOwl's avatar is not an owl. So disappointing. :P 20180512 03:28:08< celticminstrel> BTW maybe we should consider sending the map thumbnail in base64 instead of building it client-side. 20180512 03:28:18< celticminstrel> Then the thumbnail could be accurate even for unknown terrains. 20180512 03:31:58< irker328> wesnoth: Charles Dang wesnoth:master ee901828860d / src/actions/create.cpp: Actions/Create: formatting cleanup https://github.com/wesnoth/wesnoth/commit/ee901828860dd0d564ebfaa2abfe01bb7cfdeb12 20180512 03:32:04< celticminstrel> ... 20180512 03:32:34< celticminstrel> You should really hold back on your formatting cleanups until at least 1.14.4 or so. 20180512 03:32:48<+discordbot> why? 20180512 03:32:54< celticminstrel> You said it yourself. 20180512 03:33:01< celticminstrel> Something about conflicts. 20180512 03:33:38<+discordbot> true 20180512 03:36:11< irker328> wesnoth/wesnoth:master Thom Diment 924209c0e0 changed SE path to remove 1-hex bottlene AppVeyor: vs2017/Debug Failed 20180512 03:36:12< irker328> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2981 20180512 03:54:07-!- travis-ci [~travis-ci@ec2-54-196-205-224.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 03:54:08< travis-ci> wesnoth/wesnoth#18096 (master - ee90182 : Charles Dang): The build passed. 20180512 03:54:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/377996719 20180512 03:54:08-!- travis-ci [~travis-ci@ec2-54-196-205-224.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 04:02:50< irker328> wesnoth/wesnoth:master Severin Glöckner 1f75c5b14d NR S2: remove second endlevel event for AppVeyor: 2/4 builds failed 20180512 04:02:51< irker328> Details vs2017/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2979 20180512 04:02:52< irker328> Details vs2015/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3266 20180512 04:32:46< irker328> wesnoth: Charles Dang wesnoth:1.14 19d0c9198cb0 / src/ (3 files in 2 dirs): MP Lobby: sort mods list alphabetically and color "missing" text https://github.com/wesnoth/wesnoth/commit/19d0c9198cb074a09770b01ed3c26d0a11d03607 20180512 04:32:49< irker328> wesnoth: Charles Dang wesnoth:1.14 539420941e25 / src/gui/dialogs/multiplayer/lobby.cpp: MP Lobby: removed "Registered Users Only" from settings list in info tooltip https://github.com/wesnoth/wesnoth/commit/539420941e254f37ec22c9ba5e87356d45b5d6c2 20180512 04:33:38< irker328> wesnoth: Jyrki Vesterinen wesnoth:1.14 b9050f2a98d5 / src/filesystem_boost.cpp: Fix build with Visual Studio 2013 https://github.com/wesnoth/wesnoth/commit/b9050f2a98d5a6dbd53b7af7ecf1515ac68fd895 20180512 04:33:53< irker328> wesnoth: Charles Dang wesnoth:master c20eab0a5ef9 / src/ (3 files in 2 dirs): MP Lobby: sort mods list alphabetically and color "missing" text https://github.com/wesnoth/wesnoth/commit/c20eab0a5ef9aee51336fa7f2ddf2e4bc340ea37 20180512 04:33:56< irker328> wesnoth: Charles Dang wesnoth:master 36c0b6b648fd / src/gui/dialogs/multiplayer/lobby.cpp: MP Lobby: removed "Registered Users Only" from settings list in info tooltip https://github.com/wesnoth/wesnoth/commit/36c0b6b648fd774f0fdad18ecb97b270456a2d05 20180512 04:34:34<+discordbot> oh 20180512 04:34:35<+discordbot> fuck 20180512 04:34:42< celticminstrel> ? 20180512 04:34:46<+discordbot> I just used auto lambdas on 1.14 20180512 04:48:30-!- travis-ci [~travis-ci@ec2-54-196-205-224.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 04:48:31< travis-ci> wesnoth/wesnoth#18097 (1.14 - 5394209 : Charles Dang): The build was broken. 20180512 04:48:31< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/378004147 20180512 04:48:31-!- travis-ci [~travis-ci@ec2-54-196-205-224.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 04:48:45< celticminstrel> Then fix it. 20180512 04:53:24< irker328> wesnoth: Charles Dang wesnoth:1.14 94f85b88baed / src/game_initialization/lobby_data.cpp: Generic lambdas are C++14 https://github.com/wesnoth/wesnoth/commit/94f85b88baed64a6cca9d29ace8d5022df8370c1 20180512 04:59:08-!- travis-ci [~travis-ci@ec2-174-129-188-229.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 04:59:09< travis-ci> wesnoth/wesnoth#18098 (1.14 - b9050f2 : Jyrki Vesterinen): The build was broken. 20180512 04:59:09< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/378004227 20180512 04:59:09-!- travis-ci [~travis-ci@ec2-174-129-188-229.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 05:05:19-!- gallaecio [~quassel@213.99.45.54] has joined #wesnoth-dev 20180512 05:29:07-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20180512 05:38:55-!- celticminstrel is now known as celmin|sleep 20180512 05:57:12< irker328> wesnoth/wesnoth:1.14 mattsc 43aacf0459 Fix break_replay_with_lua_random unit te AppVeyor: All builds passed 20180512 06:02:17<+discordbot> Does Wesnoth use Github Apps? 20180512 06:05:33<+discordbot> There's a new Checks replacement for it, which sounds like to sort of thing(and more) that celticminstrel was asking for in #2581, but in the travis-ci announcement it says: Within the next two weeks, we will be disabling GitHub Commit Status API updates to commits for repositories using GitHub Apps. If you’re using protected branches, you will need to update your repository settings in GitHub to use the GitHub Checks API. 20180512 06:05:34<+discordbot> Projects that are still using the Legacy Services Integration will continue to use the Commit Status updates. 20180512 06:06:23<+discordbot> Hmm 20180512 06:06:26<+discordbot> I’ll look at this 20180512 06:06:46<+discordbot> https://blog.github.com/2018-05-07-introducing-checks-api/ and https://blog.travis-ci.com/2018-05-07-announcing-support-for-github-checks-api-on-travis-ci-com for reference 20180512 06:23:52-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180512 06:50:34< irker328> wesnoth: Jyrki Vesterinen wesnoth:1.14 e79e387b29db / src/gui/dialogs/multiplayer/lobby.cpp: MP lobby: fix player list scrolling to top when it changes https://github.com/wesnoth/wesnoth/commit/e79e387b29db016d115e5246f1c7b8f1f78b05f8 20180512 06:50:35< irker328> wesnoth: Jyrki Vesterinen wesnoth:1.14 4f236504a406 / changelog.md players_changelog.md: Changelog entry for commit e79e387b29db016d115e5246f1c7b8f1f78b05f8 https://github.com/wesnoth/wesnoth/commit/4f236504a406b0727019ea1f2d3befdcb41e543e 20180512 06:55:26< irker328> wesnoth: Jyrki Vesterinen wesnoth:master a3658473c97a / src/gui/dialogs/multiplayer/lobby.cpp: MP lobby: fix player list scrolling to top when it changes https://github.com/wesnoth/wesnoth/commit/a3658473c97a32a29f9b3335bddddeca0d51af00 20180512 06:55:28< irker328> wesnoth: Jyrki Vesterinen wesnoth:master ab0d3747aa48 / changelog.md players_changelog.md: Changelog entry for commit a3658473c97a32a29f9b3335bddddeca0d51af00 https://github.com/wesnoth/wesnoth/commit/ab0d3747aa48951aed164f17e330a4665ad05157 20180512 07:07:38<+discordbot> ok, so...what is the difference between travis-ci.org and travis-ci.com...because they seem to be different things 🤔 20180512 07:08:25<+discordbot> or, rather, different versions of the same thig 20180512 07:09:25<+discordbot> oh, I guess the latter is their "GitHub Apps integration" 20180512 07:09:28<+discordbot> huh 20180512 07:11:43<+discordbot> looks like I can't switch us over to the app impl just yet 20180512 07:12:47<+discordbot> "The following repositories cannot be migrated to travis-ci.com at this time because they are currently active on our legacy platform travis-ci.org." 20180512 07:25:44-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180512 07:33:15<+discordbot> .com is the paid version, .org is the free version 20180512 07:37:33<+discordbot> ie, wesnoth is hosted on the .org: https://travis-ci.org/wesnoth/wesnoth/builds 20180512 07:38:14<+discordbot> if we were to start paying for one of their tiers, it'd be on the .com 20180512 07:38:47<+discordbot> https://devops.stackexchange.com/questions/1201/whats-the-difference-between-travis-ci-org-and-travis-ci-com 20180512 07:39:07<+discordbot> I think the point is that open source projects are being allowed on .com 20180512 07:39:12<+discordbot> But gradually! 20180512 07:39:18<+discordbot> ? 20180512 07:39:20<+discordbot> * 20180512 07:40:33-!- gallaecio [~quassel@213.99.45.54] has quit [Remote host closed the connection] 20180512 07:41:57<+discordbot> .com has nothing to do with open source or not, it's about whether you're on one of their plans: https://travis-ci.com/plans 20180512 07:45:15<+discordbot> celmin: fixed it 20180512 07:47:03<+discordbot> https://github.com/wesnoth/wesnoth/pull/3094 This guy failed, is it because I used master instead of 1.14? And if so, what do I need to do to fix it at this point? 20180512 07:52:04<+discordbot> @Pentarctagon However, open source repositories will be migrated to travis-ci.com gradually, beginning at the end of Q2 2018. You will receive an email when the migration for a repository is complete. This is an opt-in process: to have a repository migrated over, it must first be activated on travis-ci.com. 20180512 07:52:20<+discordbot> huh 20180512 07:52:48<+discordbot> is there a link? 20180512 07:52:54<+discordbot> https://docs.travis-ci.com/user/open-source-on-travis-ci-com/#Existing-Open-Source-Repositories-on-travis-ci.org 20180512 07:53:48<+discordbot> I tried signing in on .com with my account and tried to activate it for wesnoth/wesnoth but I was told it couldn't be done "because they are currently active on our legacy platform travis-ci.org." And there was an FAQ link to the above. 20180512 07:53:59<+discordbot> So it looks like it's not something you choose when to happen? 20180512 07:54:01<+discordbot> I'm not sure 20180512 07:54:09<+discordbot> Do you have to be on .com to use the Checks feature? 20180512 07:54:52<+discordbot> The impression I get is they're merging .org and .com 20180512 07:58:09<+discordbot> for not being able to activate on .com, I suppose that'd be something to email their support about. 20180512 07:58:43<+discordbot> This process is confusing 😦 20180512 07:59:08<+discordbot> for the Checks feature, I'm really not sure how to actually use it or activate it. Github has documentation of the API from their end, but as far as I can tell travis mostly just has a press announcement. 20180512 07:59:49<+discordbot> and the Checks tab now on all the PRs just has a link to setting up a new travis account. 20180512 08:02:20<+discordbot> maybe because .com is needed? 20180512 08:02:26<+discordbot> I really don't know 20180512 08:02:31<+discordbot> 🤷 20180512 08:02:36<+discordbot> How did we set up travis in the first place 20180512 08:02:43<+discordbot> I can manage it via by GH login on .org 20180512 08:02:45<+discordbot> same as apveyor 20180512 08:02:53<+discordbot> but I don't know who set it up initially or how 20180512 08:03:18<+discordbot> same 20180512 08:36:13< irker328> wesnoth/wesnoth:master Thom Diment 924209c0e0 changed SE path to remove 1-hex bottlene AppVeyor: 2/4 builds failed 20180512 08:36:14< irker328> Details vs2017/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2981 20180512 08:36:15< irker328> Details vs2015/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3268 20180512 08:39:14-!- lipkab [~the_new_l@109-61-8-190.adsl-fix.dravanet.hu] has quit [Ping timeout: 260 seconds] 20180512 08:46:42-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:c4da:cc2c:4b79:ff9b] has joined #wesnoth-dev 20180512 08:54:33< irker328> wesnoth: Nils Kneuper wesnoth:1.14 184739f120c9 / / (6 files in 5 dirs): updated British English translation https://github.com/wesnoth/wesnoth/commit/184739f120c9b1c6515e2a620179aa5a22939a09 20180512 08:54:35< irker328> wesnoth: Nils Kneuper wesnoth:1.14 c7be15725466 / / (5 files in 4 dirs): updated Italian translation https://github.com/wesnoth/wesnoth/commit/c7be15725466e7416022f582e6d588f24aa8ab76 20180512 08:54:37< irker328> wesnoth: Nils Kneuper wesnoth:1.14 d5b6af9e5b3b / / (5 files in 4 dirs): updated Ukrainian translation https://github.com/wesnoth/wesnoth/commit/d5b6af9e5b3b78627250f066ca17703b64be27ea 20180512 08:54:43< irker328> wesnoth: Nils Kneuper wesnoth:master 488c587f8e5a / po/ (8 files in 8 dirs): updated British English translation https://github.com/wesnoth/wesnoth/commit/488c587f8e5a7732bfec9df86b6efd9a4963b695 20180512 08:54:45< irker328> wesnoth: Nils Kneuper wesnoth:master ecedf14aa771 / po/ (wesnoth-help/it.po wesnoth-units/it.po wesnoth/it.po): updated Italian translation https://github.com/wesnoth/wesnoth/commit/ecedf14aa77125cd2092bab0880764eeb4ff374f 20180512 08:54:47< irker328> wesnoth: Nils Kneuper wesnoth:master 0b8c90e75216 / po/ (wesnoth-tutorial/uk.po wesnoth/uk.po): updated Ukrainian translation https://github.com/wesnoth/wesnoth/commit/0b8c90e752167257ce32129c81f5d83ea7247274 20180512 09:28:43<+discordbot> @jyrkive this is output to console when starting the lobby with your change: https://pastebin.com/TswEZKMK 20180512 09:29:10<+discordbot> It wasn't showing up before? 20180512 09:29:20<+discordbot> no 20180512 09:29:58<+discordbot> it seems to work fine, though. 20180512 09:30:08<+discordbot> OK. I guess I need to suppress auto-scrolling the player list until the window has been laid out. 20180512 09:30:50<+discordbot> hm. yeah, I gues pre_show would be called before layout 20180512 09:31:10<+discordbot> thanks for finding a fix for that issue though 👍 20180512 09:31:37<+discordbot> It was trivial when I started looking. 20180512 09:32:01<+discordbot> it does feel like a bit of a hack, though 20180512 09:32:10<+discordbot> it probably should be part of the widget itself 20180512 09:32:13<+discordbot> or the base class 20180512 09:32:18<+discordbot> (scrollbar_container) 20180512 09:32:26<+discordbot> The real hack is that the lobby recreates the entire player list every time it changes. 20180512 09:32:54<+discordbot> what else would I do 20180512 09:33:21<+discordbot> A small, incremental change, of course. 20180512 09:33:35<+discordbot> players can be removed, added, or move nodes... 20180512 09:33:47<+discordbot> ya know, I really should get that "node swap" thing working... 20180512 09:33:51<+discordbot> I can't remember why it didn't 20180512 09:51:06< irker328> wesnoth/wesnoth:1.14 Thom Diment 61b1d03793 DW 5 Tirigaz - Changes to orc leader dea AppVeyor: All builds passed 20180512 10:30:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180512 10:50:23-!- gfgtdf [~chatzilla@x4e32b1f9.dyn.telefonica.de] has joined #wesnoth-dev 20180512 10:50:59< gfgtdf> shadowm: online? 20180512 11:54:13-!- louis94 [~~louis94@91.176.171.238] has joined #wesnoth-dev 20180512 12:01:32< irker328> wesnoth/wesnoth:master Nils Kneuper 0b8c90e752 updated Ukrainian translation AppVeyor: vs2015/Debug Failed 20180512 12:01:33< irker328> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3279 20180512 12:10:09< gfgtdf> mybe we shoudl omit the era: field in the lobby if it is the defautl era? feel liek noise somehow in particular for LoW games that don't allow an era choice 20180512 12:49:30< irker328> wesnoth/wesnoth:1.14 Severin Glöckner 6d532d597b Nr S2: edited map: AppVeyor: All builds passed 20180512 12:50:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180512 12:59:20<+discordbot> nah 20180512 12:59:41<+discordbot> it makes more sense this way 20180512 13:11:36< irker328> wesnoth: Charles Dang wesnoth:master 231d97c27f84 / src/filesystem_boost.cpp: Filesystem: added (currently incomplete) support for using std::filesystem https://github.com/wesnoth/wesnoth/commit/231d97c27f8488cb273fc18bfced5523ffb8cb16 20180512 13:11:39< irker328> wesnoth: Charles Dang wesnoth:master e0192b1b1fe7 / / (5 files in 3 dirs): Renamed filesystem_boost.cpp to filesystem.cpp https://github.com/wesnoth/wesnoth/commit/e0192b1b1fe71b98403bad6f0df3c115adbb2291 20180512 13:21:38-!- gfgtdf [~chatzilla@x4e32b1f9.dyn.telefonica.de] has quit [Ping timeout: 250 seconds] 20180512 13:25:12-!- madmax28 [madmax28ma@gateway/shell/matrix.org/x-zdnwaxhxfufyvzwj] has quit [Ping timeout: 255 seconds] 20180512 13:26:09-!- Kawa[m] [kawamatrix@gateway/shell/matrix.org/x-vlraqvbydfvlbpqv] has quit [Ping timeout: 256 seconds] 20180512 13:26:09-!- ChipmunkV[m] [chipmunkvm@gateway/shell/matrix.org/x-rsvcdojiudubhhvz] has quit [Ping timeout: 256 seconds] 20180512 13:32:56-!- travis-ci [~travis-ci@ec2-174-129-188-229.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 13:32:58< travis-ci> wesnoth/wesnoth#18106 (master - e0192b1 : Charles Dang): The build was broken. 20180512 13:32:58< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/378089392 20180512 13:32:58-!- travis-ci [~travis-ci@ec2-174-129-188-229.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 13:39:00<+discordbot> (XCode needs updating) 20180512 13:41:49< mattsc> Hmm. I get an assert and fall back to title screen when I start HttT S17 (Sceptre of Fire) in 1.14.1, but not 1.14.0. 20180512 13:42:48< mattsc> Comes from the map generator. And this is after using :cl to get there, so I first thought that was it, but since it does not happen in 1.14.0 ... 20180512 13:43:51< mattsc> Could somebody confirm this? 20180512 13:44:24-!- ChipmunkV[m] [chipmunkvm@gateway/shell/matrix.org/x-tmspnclnpfsenzyf] has joined #wesnoth-dev 20180512 13:45:23< mattsc> https://github.com/wesnoth/wesnoth/blob/master/data/lua/mapgen_helper.lua#L93 20180512 13:45:29< mattsc> that one ^ 20180512 13:46:24< mattsc> (and it’s specifically 1.14.1, not 1.14.1+dev, since I first thought it was my Lua cleanup branch that caused this, but apparently not.) 20180512 13:51:39<+discordbot> I get it too, but I can't test 1.14.0 now 20180512 13:52:08<+discordbot> (having no build) 20180512 13:52:59-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20180512 13:53:12< mattsc> @sevu: thanks. I think the fact that you get the error in 1.14.1 is the important part. 20180512 13:54:41-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 248 seconds] 20180512 13:54:42-!- wedge010 is now known as wedge009 20180512 13:54:42< mattsc> I see no work done on the mapgen Lua files in the last 2 months, so that cannot be it. 20180512 14:04:08< mattsc> Hmm, strange, it happens only sometimes … 20180512 14:06:52< mattsc> Okay, so it looks like it was this change: 20180512 14:06:53< mattsc> https://github.com/wesnoth/wesnoth/commit/07df9c07047f570445a04cef76a6e2201462f223#diff-6caf4389459ac6a699c9adba548b302e 20180512 14:08:49< mattsc> My guess is that that change itself is correct though, but that it triggers a code path that is buggy. 20180512 14:08:53< mattsc> celmin|sleep: ^ 20180512 14:11:37-!- madmax28 [madmax28ma@gateway/shell/matrix.org/x-ejeuhydyjcbiinzz] has joined #wesnoth-dev 20180512 14:11:37-!- Kawa[m] [kawamatrix@gateway/shell/matrix.org/x-fhwuiiavwgcqeuwx] has joined #wesnoth-dev 20180512 14:34:30-!- Stragus [~alexis@modemcable198.134-161-184.mc.videotron.ca] has quit [Excess Flood] 20180512 14:34:47-!- Stragus [~alexis@modemcable198.134-161-184.mc.videotron.ca] has joined #wesnoth-dev 20180512 15:00:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180512 15:00:36-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180512 15:05:54< irker328> wesnoth/wesnoth:1.14 Nils Kneuper d5b6af9e5b updated Ukrainian translation AppVeyor: All builds passed 20180512 15:07:45< celmin|sleep> XD UnwiseOwl actually changed their avatar, nice. 20180512 15:08:14< celmin|sleep> @Vultraz, I think it doesn't make much sense to show the era if there isn't one (as in the case of LoW). 20180512 15:08:44< celmin|sleep> Also my impression from reading about the Travis CI thing is that open-source projects aren't yet allowed to migrate. 20180512 15:08:53<+discordbot> I have no way of knowing 20180512 15:08:56<+discordbot> If an era is used 20180512 15:09:01<+discordbot> Because an era is always set 20180512 15:12:17< celmin|sleep> So anyway, did you decide not to merge my PR or are you just putting it off because it has conflicts? 20180512 15:18:54-!- celmin|sleep is now known as celticminstrel 20180512 15:41:31<+discordbot> gfgtdf: If you want to tag me you'll have to use @shadowm from now on. 20180512 15:54:34<+discordbot> will that work? I think it must be ShikadiQueen 20180512 15:54:44<+discordbot> (with @ before) 20180512 15:55:56<+discordbot> Grumble 20180512 15:56:00< shadowm> @shadowm hi 20180512 15:56:06< shadowm> It works. 20180512 15:56:22< celticminstrel> Looks like SoF has WML errors. 20180512 15:56:43< celticminstrel> Because someone decided to replace {FOREACH} with [foreach] without properly checking that it was safe. 20180512 15:57:19< celticminstrel> I guess the best fix would be to change [foreach] to [for]. 20180512 15:57:34< celticminstrel> Though it depends on the specific case. 20180512 16:01:17< celticminstrel> I don't get how the array length is changing though... 20180512 16:02:25< celticminstrel> BTW, SUF doesn't have a way to filter flying units, does it? 20180512 16:05:11-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180512 16:05:50<+discordbot> Does killing the units remove them from the array? I wondered if maybe setting readonly to test would work? 20180512 16:06:24< celticminstrel> My guess would be that killing the units triggers an event which recreates the array and loops over it again. 20180512 16:06:28< celticminstrel> And then clears it. 20180512 16:07:16<+discordbot> *test=yes 20180512 16:09:05< celticminstrel> I don't think setting readonly would actually fix this, IIRC that just ensures the array is unchanged after the loop finishes. 20180512 16:09:38< celticminstrel> The implementation basically converts the array to a Lua table, so if readonly is yes, then it converts that back into a WML variable, overwriting any changes that had been made. 20180512 16:32:28< celticminstrel> ... 20180512 16:32:45< celticminstrel> I didn't do anything and suddenly my campaign doesn't work at all? 20180512 16:33:59< celticminstrel> I can see it in the list but if I try to start it I get "Failed to load scenario" and if I try to load a game on it I get "Unknown scenario". 20180512 16:34:31< celticminstrel> This isn't even caused by updating, I'm still on 1.14.0. 20180512 16:34:36< celticminstrel> And it was working last week. 20180512 16:35:11< celticminstrel> I did get a "file with spaces" error that I fixed, but I can't imagine how that would be relevant. 20180512 16:36:03< celticminstrel> ...just reloaded data and now it doesn't even appear at all... 20180512 16:36:22< Ravana_> you need to delete cache files sometimes 20180512 16:37:40< celticminstrel> So basically it seems to have been fixed by deleting the duplicate scenario, reloading, restoring the scenario, and reloading again. Weird though. 20180512 16:37:55< celticminstrel> If it happens again I'll try purging the cache, somehow I didn't even think of that. 20180512 16:50:47< irker328> wesnoth/wesnoth:master Charles Dang e0192b1b1f Renamed filesystem_boost.cpp to filesyst AppVeyor: vs2017/Debug Failed 20180512 16:50:48< irker328> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2994 20180512 17:01:32< irker328> wesnoth/wesnoth:master Nils Kneuper 0b8c90e752 updated Ukrainian translation AppVeyor: 2/4 builds failed 20180512 17:01:33< irker328> Details vs2015/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3279 20180512 17:01:34< irker328> Details vs2017/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2992 20180512 17:05:37-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:c4da:cc2c:4b79:ff9b] has quit [Remote host closed the connection] 20180512 17:24:23-!- DeFender1031 [~DeFender1@89-138-79-9.bb.netvision.net.il] has joined #wesnoth-dev 20180512 17:30:13-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180512 17:31:53< mattsc> celticminstrel: did you see my comments on the HttT:S17 and the map generator ~3h ago? 20180512 17:34:38< celticminstrel> I think I remember seeing something... 20180512 17:34:55< celticminstrel> Oh there it is. 20180512 17:35:04< celticminstrel> Didn't click the link until just now. 20180512 17:35:17< mattsc> Well, the scenario is broken (crashes to title screen) and I think it was caused by that commit of yours. 20180512 17:35:40< mattsc> Although I am not sure that it is that commit that is the root problem. 20180512 17:36:03< celticminstrel> If that caused it to crash then I suppose there must be a bug in the flip_x function? 20180512 17:36:22< mattsc> Something like that, yes. 20180512 17:36:50< celticminstrel> IIRC whether it calls the flip_x function is random. 20180512 17:37:28< celticminstrel> It could also be something wrong in the parsing of the transform key. 20180512 17:37:30< mattsc> Okay, that would explain then why the error seemed somewhat erratic. 20180512 17:37:40< celticminstrel> But I think the other case is more likely. 20180512 17:37:49< mattsc> Right. 20180512 17:38:05< mattsc> Anyway, I just thought I ping you in case you know something about it. 20180512 17:38:19< celticminstrel> https://github.com/wesnoth/wesnoth/blob/master/data/lua/mapgen_helper.lua#L54 20180512 17:38:19< mattsc> I’ll be AFK most of the day, but will stop by on and off. 20180512 17:38:31< celticminstrel> That's the implementation of the function. 20180512 17:38:51< celticminstrel> And here's where it may be called: https://github.com/wesnoth/wesnoth/blob/master/data/lua/cave_map_generator.lua#L148 20180512 17:41:42< mattsc> I don’t see right how that would trigger the assert at L.93, but I also don’t have time to give it more than a casual glance right this moment. 20180512 17:41:59< mattsc> I’ll be back later. 20180512 17:59:30-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180512 17:59:36-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180512 18:01:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180512 18:07:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180512 18:10:30<+discordbot> Not sure where else to say this but the Steam Overlay doesn't seem to work with Wesnoth 20180512 18:13:59-!- celticminstrel is now known as celmin|away 20180512 18:14:14<+discordbot> known issue, can't be fixed before 1.15, which won't come out anytime soon. It works on Linux though. 20180512 18:20:27-!- louis94 [~~louis94@91.176.171.238] has quit [Ping timeout: 240 seconds] 20180512 18:31:38< irker328> wesnoth: Severin Glöckner wesnoth:master 401eba49e238 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: show message for northern border too https://github.com/wesnoth/wesnoth/commit/401eba49e238fd4f42c0f2fc35a00966416f2143 20180512 18:31:39< irker328> wesnoth: Severin Glöckner wesnoth:master 255e77115d46 / data/campaigns/Northern_Rebirth/ (maps/02_01_Infested_Caves.map scenarios/02_01_Infested_Caves.cfg): Nr S2: edited map: https://github.com/wesnoth/wesnoth/commit/255e77115d46bea0054ca233e0b9d207bf26b349 20180512 18:31:41< irker328> wesnoth: Severin Glöckner wesnoth:master 0ad223ab85b3 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: flavor event: fix coordinates https://github.com/wesnoth/wesnoth/commit/0ad223ab85b3e974dc8df39124052039d1224acc 20180512 18:31:43< irker328> wesnoth: Severin Glöckner wesnoth:master 682a84ffecdd / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: improve balancing https://github.com/wesnoth/wesnoth/commit/682a84ffecdd8ebf8f2849463d16efc97a44d99a 20180512 18:31:45< irker328> wesnoth: Severin Glöckner wesnoth:master 1d288355b006 / data/core/units/undead/Skele_Death_Knight.cfg: Change Death Knights axe icon to fitting axe https://github.com/wesnoth/wesnoth/commit/1d288355b006dfafe13a902fb5810357fabc3a42 20180512 18:31:50< irker328> wesnoth: Severin Glöckner wesnoth:1.14 08e51e9e75bf / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: refactor objectives https://github.com/wesnoth/wesnoth/commit/08e51e9e75bf98f98ac4f29202e0449180844d8e 20180512 18:31:52< irker328> wesnoth: Severin Glöckner wesnoth:1.14 ed279d1aa595 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: show message for northern border too https://github.com/wesnoth/wesnoth/commit/ed279d1aa595765126832371d05c230bb6528869 20180512 18:31:54< irker328> wesnoth: Severin Glöckner wesnoth:1.14 31a92bca13eb / data/campaigns/Northern_Rebirth/ (maps/02_01_Infested_Caves.map scenarios/02_01_Infested_Caves.cfg): Nr S2: edited map: https://github.com/wesnoth/wesnoth/commit/31a92bca13eb98c8a021dbd90b8b6bcce1b6021a 20180512 18:31:56< irker328> wesnoth: Severin Glöckner wesnoth:1.14 ddcc5eeda8e3 / po/ (wesnoth-lib/de.po wesnoth-manpages/de.po wesnoth-nr/de.po wesnoth-sota/de.po): updated German translation https://github.com/wesnoth/wesnoth/commit/ddcc5eeda8e3441a579e7aaef6c1b804e99fbebf 20180512 18:31:58< irker328> wesnoth: Severin Glöckner wesnoth:1.14 be9a078bcb00 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: flavor event: fix coordinates https://github.com/wesnoth/wesnoth/commit/be9a078bcb003730f94019b36cbdefc21f2945bb 20180512 18:32:00< irker328> wesnoth: Severin Glöckner wesnoth:1.14 d80d9cc621b5 / data/core/units/undead/Skele_Death_Knight.cfg: Change Death Knights axe icon to fitting axe https://github.com/wesnoth/wesnoth/commit/d80d9cc621b573450647f28871846bdc378687c8 20180512 18:32:02< irker328> wesnoth: Severin Glöckner wesnoth:1.14 a7e098ffe6b2 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: improve balancing https://github.com/wesnoth/wesnoth/commit/a7e098ffe6b21e63beb79b98c99d01675b15f0c2 20180512 19:05:16-!- louis94 [~~louis94@91.176.171.238] has joined #wesnoth-dev 20180512 19:16:56-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180512 19:25:55<+discordbot> "Move Tallin to the Dwarvish area to meet with Lord Hamel" 20180512 19:25:56<+discordbot> or 20180512 19:26:02<+discordbot> "Move Tallin to the Dwarvish area to meet with with Lord Hamel" 20180512 19:26:12<+discordbot> (or sth completely else) 20180512 19:26:18<+discordbot> what is better? 20180512 19:26:50< celmin|away> Did yoy mess up the second one? 20180512 19:26:56< celmin|away> Because from here it seems obviously wrong. 20180512 19:26:59<+discordbot> Yes 20180512 19:27:01-!- celmin|away is now known as celticminstrel 20180512 19:27:03<+discordbot> "Move Tallin to the Dwarvish area to meet Lord Hamel" 20180512 19:27:23< celticminstrel> Ah so it's a question of whether to include "with". 20180512 19:27:39< celticminstrel> Hmm. 20180512 19:27:49< celticminstrel> What do we mean by "meet", exactly? 20180512 19:28:37<+discordbot> Move Tallin 5 hexes close to Hammel, while at the same time beeing in their part of the cave (e.g. not on the other side of the wall) 20180512 19:29:03<+discordbot> it was speak previously instead of meet 20180512 19:30:03<+discordbot> I think meet surspribes the technical winning condition to sth. human understandable 20180512 19:30:32<+discordbot> uhm, wait.. that word doesnt exist 20180512 19:30:57< celticminstrel> Is it in the sense of a meeting for negotiations, discussions, or such? Or is it in the sense of being introduced or something? 20180512 19:31:03<+discordbot> *circumscribes 20180512 19:31:32-!- commavir [vir@2604:180::502b:135a] has quit [Remote host closed the connection] 20180512 19:31:36< celticminstrel> If it used to be "speak" it seems like the former's more likely, so I think including "with" would be good. 20180512 19:31:56<+discordbot> Like that, yes. Ending dialogue, and afterwards follows an Epilogue in another location 20180512 19:32:26<+discordbot> So I go for with... 😃 20180512 19:33:59<+discordbot> I think 'with' is better 20180512 19:34:19< celticminstrel> I don't think it's a clear-cut case mind you; still works without "with". 20180512 19:41:10< irker328> wesnoth: Severin Glöckner wesnoth:1.14 9da91c49a4c9 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: better conditional for victory event https://github.com/wesnoth/wesnoth/commit/9da91c49a4c980475e16362aa772021c855ebb3b 20180512 19:41:33< irker328> wesnoth: Severin Glöckner wesnoth:master 41298d76c7c6 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: better conditional for victory event https://github.com/wesnoth/wesnoth/commit/41298d76c7c659ce318a3584413c8ecb6dd49da9 20180512 19:42:06-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20180512 19:44:26< irker328> wesnoth/wesnoth:1.14 doofus-01 ad224c4243 adding #po translation hint for name AppVeyor: All builds passed 20180512 19:45:53-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 246 seconds] 20180512 19:45:53-!- wedge010 is now known as wedge009 20180512 20:01:04< irker328> wesnoth: Severin Glöckner wesnoth:1.14 70bb13348629 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: fixup prose https://github.com/wesnoth/wesnoth/commit/70bb133486298660c6f45f6ca97939e6c2533b07 20180512 20:04:13-!- gfg [~androirc@x4e338abc.dyn.telefonica.de] has joined #wesnoth-dev 20180512 20:07:05< irker328> wesnoth: Severin Glöckner wesnoth:master 9baee77e4a56 / data/campaigns/Northern_Rebirth/scenarios/02_01_Infested_Caves.cfg: NR S2: fixup prose https://github.com/wesnoth/wesnoth/commit/9baee77e4a569ec1663b142ea775d048be313799 20180512 20:37:57-!- gfg [~androirc@x4e338abc.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20180512 20:41:01-!- travis-ci [~travis-ci@ec2-54-160-229-24.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 20:41:02< travis-ci> wesnoth/wesnoth#18109 (master - 9baee77 : Severin Glöckner): The build is still failing. 20180512 20:41:02< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/378184393 20180512 20:41:02-!- travis-ci [~travis-ci@ec2-54-160-229-24.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 20:50:15<+discordbot> meet him - they will encounter one another, esp. for the first time. meet with him - they will have a meeting/ discussion time together. meet up with him - they will rendezvous esp. to join together, join forces 20180512 20:50:32< celticminstrel> @sevu What happened to the map change? Decided not to? 20180512 20:50:48< celticminstrel> Rendezvous! That's the word I was looking for! 20180512 20:54:00<+discordbot> all three are probably fine, though... “meet up with” sounds a little informal 20180512 21:03:14-!- gfgtdf [~chatzilla@x4e32b1f9.dyn.telefonica.de] has joined #wesnoth-dev 20180512 21:03:32<+discordbot> gfgtdf: Planning Mode in 1.14.1 is not doing anything for recruits. 20180512 21:03:45<+discordbot> That is, trying to recruit a unit in Planning Mode does not schedule an action. 20180512 21:04:03< gfgtdf> what? i sure tested that. 20180512 21:04:30< gfgtdf> does the 'recruit unit selection' dialgog come up ? 20180512 21:04:51<+discordbot> gfgtdf: Okay, it seems specific to An Orcish Incursion somehow. 20180512 21:04:59< gfgtdf> ah yes that known 20180512 21:05:16< gfgtdf> its becasue plannign mode current cannot handle 'extra recruits' leader specific recruits( 20180512 21:05:34<+discordbot> It's so known nobody told me to add it to the announcements. 20180512 21:06:25<+discordbot> celticminstrel, already in, with further changes, it's 31a92bc, changes are the chasm/bridge part in the east, some castles, and the rails are visible in encampments - not sure if the last is an improvement. Oh, and the gates in the north. 20180512 21:06:26<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/444968615347748864/NR.png 20180512 21:06:27< gfgtdf> well we have 312 open bugs, that one didn'T seem more important than any other of those 20180512 21:06:35-!- gfg [~androirc@x4e32b1f9.dyn.telefonica.de] has joined #wesnoth-dev 20180512 21:06:36< celticminstrel> Can we just let @ancestral rework all the hotkeys on master? 20180512 21:06:42< celticminstrel> Default hotkeys I mean. 20180512 21:07:11< celticminstrel> @sevu Ah, I guess you merged manually or something? Because the PR seemed to be closed rather than merged. 20180512 21:07:38<+discordbot> I don't see the recruitment bug here: https://github.com/wesnoth/wesnoth/issues?q=is%3Aopen+is%3Aissue+label%3AWhiteboard 20180512 21:07:40<+discordbot> yes 20180512 21:08:15< gfgtdf> hmm ye will add it there 20180512 21:08:40<+discordbot> thx sapient 20180512 21:08:51<+discordbot> (I should probably just link the filter view in the known bugs section since I doubt all of them are going away any time soon.) 20180512 21:15:26< gfgtdf> shadowm, can you remove word conques II from the addon server? Someone simply uploaded the 1.12 version to the 1.14 server and it's just borken. 20180512 21:20:58-!- gfg [~androirc@x4e32b1f9.dyn.telefonica.de] has quit [Remote host closed the connection] 20180512 21:21:47<+discordbot> Do you want me to delete it or just hide it from the general public? 20180512 21:22:30<+discordbot> (The latter preserves its stats but it doesn't appear in any listings.) 20180512 21:22:53< gfgtdf> i want to delete it so that i can upload a fixed version. 20180512 21:23:28<+discordbot> The name is World_Conquest_II, right? 20180512 21:23:32< gfgtdf> you coudl also jut give me the passparse, would probsbl lead to the same result. 20180512 21:23:34< gfgtdf> yes 20180512 21:23:48<+discordbot> I cannot give you the passphrase because it's hashed and salted. 20180512 21:23:49<+discordbot> Done. 20180512 21:23:58< gfgtdf> shadowm: thx 20180512 21:30:03-!- gfg [~androirc@x4e32b1f9.dyn.telefonica.de] has joined #wesnoth-dev 20180512 21:35:51< celticminstrel> mattsc, can the healer support MicroAI support allied units too? The description seems to imply it can't. 20180512 21:45:42<+discordbot> @sevu I really should have redone the map from scratch 20180512 21:47:02<+discordbot> You changed a lot, and I would say for the better. The problem is that the three eastern leaders tend to kill themselves, and then all goes to the player and dwarves 20180512 21:48:45<+discordbot> I might still do a redraw. 20180512 21:48:53<+discordbot> I'm especially not satisfied with the end condition 20180512 21:49:00<+discordbot> it still seems too easy to not meet 20180512 21:49:48<+discordbot> There was an bug that you could trigger it from the other side of the cave wall 20180512 21:50:15<+discordbot> >_> 20180512 21:50:46< irker328> wesnoth/wesnoth:master Charles Dang e0192b1b1f Renamed filesystem_boost.cpp to filesyst AppVeyor: 2/4 builds failed 20180512 21:50:47< irker328> Details vs2017/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-2994 20180512 21:50:48< irker328> Details vs2015/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3281 20180512 21:53:08<+discordbot> I think this is a szenario which can be either hard as hell or quite easy... people who don't know it probably tend to the first 20180512 21:54:09< irker328> wesnoth: Charles Dang wesnoth:master f34db1b8ac84 / src/game_initialization/lobby_data.cpp: MP Lobby: removed "illegal map" error (see #3095) https://github.com/wesnoth/wesnoth/commit/f34db1b8ac84940e1da91457375c87b37969ef9d 20180512 21:54:59< irker328> wesnoth: Charles Dang wesnoth:1.14 6ae51949d85a / src/game_initialization/lobby_data.cpp: MP Lobby: removed "illegal map" error (see #3095) https://github.com/wesnoth/wesnoth/commit/6ae51949d85a1135e52caff0a0a60b1de1152520 20180512 21:55:28<+discordbot> @hrubymar10 xcode project needs to be updated as of: https://github.com/wesnoth/wesnoth/commit/e0192b1b1fe71b98403bad6f0df3c115adbb2291 20180512 21:55:30<+discordbot> i should have map size sent by the server instead of creating a gamemap object on the client 20180512 21:55:32<+discordbot> 🤔 20180512 21:58:37<+discordbot> Being in the middle, having enemies from all sides. Thought when not participating or staying away, they kill themselves for the most part. In case of bad luck the troll dies early and the skellies come to you. Or to the dwarves. The side tunnels are nice, though you don't know about them the first time, and it depends on the troll (or rather the dwarves) not going down too early. 20180512 21:59:33<+discordbot> @shadowm the OneDrive issue isn't a symlink issue, is it? 20180512 22:00:02<+discordbot> jyrkive said they are reparse points but he didn't specify which kind of reparse points. Symbolic links are a special case of NTFS reparse points. 20180512 22:00:09<+discordbot> I came across this comment on SO the other day: If /path/to/some/dir is not a regular directory (e.g. it is a symlink) then is_directory is not required to return true, even if the symlink refers to a directory though I can't verify it with the docs. 20180512 22:02:17-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180512 22:02:25-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180512 22:02:59<+discordbot> dunno if it has any relevance? 20180512 22:03:43<+discordbot> Once again, I can't be of any help here if I can't reproduce the issue. 20180512 22:07:49<+discordbot> @loonycyborg @hrubymar10 question - would you guys be willing to push a translations-only update to Steam each Sunday, assuming there had been translation updates the previous week? Unrelated to the normal release cycle, but just to get those out to the Steam players quickly. 20180512 22:08:04<+discordbot> No new binaries or anything, just translation updates 20180512 22:12:00-!- octalot [~steve@77.119.128.4.wireless.dyn.drei.com] has joined #wesnoth-dev 20180512 22:14:56-!- travis-ci [~travis-ci@ec2-54-160-229-24.compute-1.amazonaws.com] has joined #wesnoth-dev 20180512 22:14:57< travis-ci> wesnoth/wesnoth#18110 (master - f34db1b : Charles Dang): The build is still failing. 20180512 22:14:58< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/378209665 20180512 22:14:58-!- travis-ci [~travis-ci@ec2-54-160-229-24.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180512 22:20:29< celticminstrel> This scenario is such a pain though... :/ 20180512 22:21:08< mattsc> Interesting. The random map generator does not appear to populate the last hex (bottom right) of the map, and that causes problems when flipping the map. 20180512 22:21:21< celticminstrel> mattsc, can the healer support MicroAI support allied units too? The description seems to imply it can't. 20180512 22:21:45< mattsc> celticminstrel: I saw your question, checking out what the wiki says ... 20180512 22:33:48< mattsc> celticminstrel: sorry, family stuff … 20180512 22:34:00< mattsc> So, it depends what you mean with support. 20180512 22:34:21< mattsc> Of course, units that end up next to an allied healer will be healed at the correct start of turn. 20180512 22:34:29< celticminstrel> Obviously. 20180512 22:34:34< mattsc> But the healers only actively seek out units of their side. 20180512 22:34:46< celticminstrel> That seems like an unfortunate shortcoming... 20180512 22:34:51< mattsc> It does not make sense to position yourself next to a unit that then might move away. 20180512 22:34:57< celticminstrel> Sure. 20180512 22:35:10< celticminstrel> But if that side came before you in the turn order, it won't move away. 20180512 22:35:32< mattsc> It will before it is your turn again. 20180512 22:35:47< mattsc> And then you might leave the healer exposed to enemy attacks. 20180512 22:35:51< celticminstrel> ...oh, healing happens on the healer's turn. 20180512 22:36:21< celticminstrel> Right. 20180512 22:36:39< celticminstrel> Still, there shouldn't be any harm in allowing it if that's what the scenario designer wants? 20180512 22:36:49< celticminstrel> The unit might move away, but it might not. 20180512 22:36:58< celticminstrel> I guess it shouldn't be a default setting. 20180512 22:37:18< celticminstrel> And even then, I guess it's best to prioritize the side's own units. 20180512 22:37:28< celticminstrel> So, only consider allies if there are leftover healers. 20180512 22:39:25< mattsc> I think we’re starting to get pretty far into the “out of the ordinary” with this one. There’s lots of ifs and buts. 20180512 22:40:07< mattsc> I’m not saying that there aren’t use cases for it, just questioning whether it should be a mainline capability. 20180512 22:40:14< mattsc> Sounds like a custom AI to me. 20180512 22:40:51< celticminstrel> Anyway, AFAICT your escort thing works pretty well, but it's now what comes after that's the problem... 20180512 22:42:13< mattsc> Okay - let me know if there’s any help with it. 20180512 22:42:39< mattsc> And BTW, I am perfectly happy to help with writing such a healer AI, I am just not convinced (yet?) that the mainline MAI should do this. 20180512 22:43:01< celticminstrel> Basically I need to somehow deal with the fact that you have only Elvish Citizens (and possibly a handful of others if I give you control of side 3) and you're up against a huge mass of undead. 20180512 22:44:00< irker328> wesnoth/wesnoth:master Charles Dang f34db1b8ac MP Lobby: removed "illegal map" error (s AppVeyor: vs2015/Debug Failed 20180512 22:44:01< irker328> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3289 20180512 22:47:22-!- gfg [~androirc@x4e32b1f9.dyn.telefonica.de] has quit [Remote host closed the connection] 20180512 22:48:17< mattsc> Yeah, I noticed that. 20180512 22:49:20< celticminstrel> Probably not an AI problem. Maybe I should just remove the walking corpses. 20180512 23:01:24-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20180512 23:09:50< irker328> wesnoth/wesnoth:1.14 mattsc 62ba894035 Do not load helper.lua where it is not u AppVeyor: All builds passed 20180512 23:22:29< irker328> wesnoth: Severin Glöckner wesnoth:1.14 78821696c807 / data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg: UtBS utils: add female string (fixup) https://github.com/wesnoth/wesnoth/commit/78821696c8071f0cdbce29afa41ffc06dd338dfd 20180512 23:22:55< irker328> wesnoth: Severin Glöckner wesnoth:master 1b1762cdf2c6 / data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg: UtBS utils: add female string (fixup) https://github.com/wesnoth/wesnoth/commit/1b1762cdf2c67b29deaae27140d15f029e09d0d6 20180512 23:23:55< mattsc> celticminstrel: HEre’s the problem: 20180512 23:23:56< mattsc> https://github.com/wesnoth/wesnoth/blob/master/data/lua/mapgen_helper.lua#L24 20180512 23:24:09< mattsc> The ‘+1’ in there. 20180512 23:24:40< mattsc> For some reason that I have not understood yet, the map gets indexed starting at 0. 20180512 23:25:53< mattsc> And thus, if you flip the map (which calls this functions), you run your loop from 1 to n (rather than 0 to n-1), and that causes the assert. 20180512 23:28:00< mattsc> What I don’t understand: why does the table.insert in l.8 of that same file start an array at 0? Rather than at 1, which is what Lua usually does? 20180512 23:32:43< mattsc> Ah, crap, no. Scratch all of that. Typo in my testing code. Back to square one. 20180512 23:33:18< mattsc> But I do think it is one of these off-by-one problems. 20180512 23:44:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180512 23:49:38-!- gallaecio [~quassel@213.99.45.54] has joined #wesnoth-dev 20180512 23:55:36< mattsc> Ugh, that took a long time. But I found it. And it is an off-by-one error. 20180512 23:57:41<+discordbot> the bane of the programmer 20180512 23:57:56< mattsc> Yeah. 20180512 23:58:32< mattsc> It’s only in the flip functions of the random map generator though (and that was disabled due to a typoe in HttT), so that’s probably why we hadn’t found it before. --- Log closed Sun May 13 00:00:44 2018