--- Log opened Sat Jun 23 00:00:04 2018 20180623 00:08:20-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has joined #wesnoth 20180623 00:14:27-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 00:14:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 00:19:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 00:19:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 00:22:55<+discordbot2> Alright, i will try again this scenario. I am not sure what i should do to correctly beat The Long Night. 20180623 00:25:20<+discordbot2> run 20180623 00:25:27<+discordbot2> just run 20180623 00:25:39<+discordbot2> if you have clairvoyance you can cover 8-9 spaces a turn 20180623 00:25:56<+discordbot2> recruiting costs moves so only recruit at the end of your turn when Yumi has no moves left 20180623 00:26:19<+discordbot2> in Aryel mode, you can generally fight the spirits, but it's pointless to fight the void creatures 20180623 00:26:36<+discordbot2> if you need to, you can possess a unit, but I usually can make it through without even doing that 20180623 00:28:45<+discordbot2> cover your tracks with ethereal wardens, and sneak between walls when you can 20180623 00:28:54<+discordbot2> you can hold them up really efficiently at chokepoints 20180623 00:33:11<+discordbot2> It's the Aryel part i am having trouble with 20180623 00:33:18<+discordbot2> Let's try again 20180623 00:46:02<+discordbot2> For god sake, a musical puzzle ??? 20180623 00:46:18<+discordbot2> (terrified scream) 20180623 00:47:22<+discordbot2> And yeah, i confirm that i had more trouble with Aryel than Yumi. Teleporting to your ever advancing/summoned spirit is enough. 20180623 00:50:28<+discordbot2> The Long Night completed, that was a weirdly troubling, difficulity-wise, scenario. 20180623 00:52:55<+discordbot2> it's a spooky one for multiple reasons 20180623 00:54:34<+discordbot2> too bad I couldn't make it a realtime sequence 20180623 00:54:57<+discordbot2> where it gives you a more urgent sense of time in trying to run 20180623 01:06:28-!- Crebiz [~Narrat@p2E5113C1.dip0.t-ipconnect.de] has joined #wesnoth 20180623 01:07:45-!- Narrat [~Narrat@p5DED184B.dip0.t-ipconnect.de] has quit [Ping timeout: 245 seconds] 20180623 01:09:23-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20180623 01:22:55-!- Crebiz [~Narrat@p2E5113C1.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20180623 02:22:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 02:22:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 04:31:49<+discordbot2> Hey guys is it alright if I link my Twitch since I'm streaming Battle for Wesnoth? 20180623 04:32:01<+discordbot2> Ooh I want to watch! =)) 20180623 04:32:06<+discordbot2> Im so bored ;( 20180623 04:33:04<+discordbot2> You can use my Discord profile to join if I'm not allowed to send a link πŸ˜ƒ 20180623 04:33:16<+discordbot2> Linking to Twitch is fine 20180623 04:34:39<+discordbot2> Alright thank you! πŸ˜„ 20180623 04:34:46<+discordbot2> I am live with Battle for Wesnoth! https://twitch.tv/masterfoxify 20180623 04:35:07< celticminstrel> Oh my. 20180623 04:35:12<+discordbot2> Your picture is cute :) the fox 20180623 04:35:27< celticminstrel> Wait what is this fox we speak of o.o 20180623 04:36:25<+discordbot2> Poor celmin. 20180623 04:36:31 * celticminstrel hugs shadowm. 20180623 04:37:44<+discordbot2> What's wrong?? ;( 20180623 04:37:56< celticminstrel> Eh? 20180623 04:39:42<+discordbot2> Lol I am so confused, sorry xD 20180623 04:39:52 * celticminstrel hugs Crimson_Conure too then. 20180623 04:40:04<+discordbot2> πŸ’‹ XD 20180623 04:40:08<+discordbot2> oops wrong emoji 20180623 04:40:17<+discordbot2> there 20180623 04:40:33< celticminstrel> I mean it's nice you corrected it but I can't see edits so. 20180623 04:40:42<+discordbot2> Oh, it is πŸ˜— xD 20180623 04:41:54< celticminstrel> My client is rendering it weirdly but I think I basically get the idea. 20180623 04:42:05< celticminstrel> I said hug, not kiss. >_> 20180623 05:02:23<+discordbot2> I'm kissing the air for you while you hug me ;p 20180623 05:28:55-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has quit [Ping timeout: 268 seconds] 20180623 07:08:20-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth 20180623 07:43:12-!- ibispi [~quassel@188.246.34.98] has joined #wesnoth 20180623 07:47:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20180623 07:48:03-!- zookeeper_ [~lmsnie@95.175.104.114] has joined #wesnoth 20180623 07:51:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Disconnected by services] 20180623 07:51:11-!- zookeeper_ is now known as zookeeper 20180623 07:51:14-!- zookeeper [~lmsnie@95.175.104.114] has quit [Changing host] 20180623 07:51:14-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20180623 08:05:23< hk238> hmm in the map editor how do i make mushroom grove with different background than cavefloor? 20180623 08:09:13< zookeeper> shift-click (or maybe it was ctrl) 20180623 08:09:39< hk238> thx 20180623 09:02:15< hk238> created a new map or version two for dark forecast :D 20180623 09:18:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 09:18:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 09:51:36-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180623 10:03:19< hk238> hello I uploaded a newer version of "Murky weathercast" which is a modified version of Dark Forecast 20180623 10:03:33< hk238> but when i create a game and someone joins it, they say I'm using older version than the one on the add-on server 20180623 10:03:39< hk238> but how can that be, if I uploaded the version? 20180623 10:04:27< Ravana_> most likely #3278 20180623 10:05:06< hk238> is there something I can do? 20180623 10:05:33< Ravana_> create _info.cfg that includes the version you want to appear as 20180623 10:06:10< hk238> okay I'll try and do that 20180623 10:07:17< hk238> what does the info cfg file have to contain?I*m havin trouble finding a page from google 20180623 10:07:35< hk238> nevermind i just found one 20180623 10:08:39<+discordbot2> It'd be better to take an existing addon as an example because I don't think it's documented. 20180623 10:08:48< hk238> oh the page didnt contain information about that but im getting the hang of it, it's supposed to be an autogenerated file but it doesnt generate automatically, so it's necessary to manually create it? 20180623 10:08:55< hk238> okay thanks 20180623 10:09:03<+discordbot2> This is a bug 20180623 10:09:49<+discordbot2> Normally the pbl file would override the info from _info.cfg rendering it unused, but someone messed that up. 20180623 10:10:54<+discordbot2> The syntax is basically pbl redux wrapped in an [info] tag IIRC. 20180623 10:45:22-!- ibispi [~quassel@188.246.34.98] has quit [Quit: No Ping reply in 180 seconds.] 20180623 10:49:03-!- ibispi [~quassel@188.246.34.98] has joined #wesnoth 20180623 11:11:17-!- claymore [~claymore@unaffiliated/claymore] has joined #wesnoth 20180623 12:04:34-!- ibispi [~quassel@188.246.34.98] has quit [Read error: Connection reset by peer] 20180623 12:12:35-!- ibispi [~quassel@188.246.34.98] has joined #wesnoth 20180623 13:15:27-!- ibispi [~quassel@188.246.34.98] has quit [Remote host closed the connection] 20180623 13:23:07-!- ibispi [~quassel@188.246.34.98] has joined #wesnoth 20180623 13:25:08< hk238> any idea what might cause connection hanging on mp server? 20180623 13:25:24< hk238> like the client appears as if it was connected, while it's actually not 20180623 13:42:51<+discordbot2> not sure what would cause that 20180623 13:51:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 13:52:04-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 13:53:35-!- DasBrain [~Johannes1@unaffiliated/johannes13] has quit [Ping timeout: 245 seconds] 20180623 14:03:36< hk238> hmm I'd need some help with lua 20180623 14:03:50< hk238> I was thinking about making an altered weather system for dark forecast 20180623 14:04:04< hk238> basically it would be a butterfly graph but I don't know how to make that in lua 20180623 14:18:49< zookeeper> you might need to elaborate on what "a weather system that's a butterfly graph" means exactly 20180623 14:26:10< hk238> basically I was thinking I'd have like four sets, summer, autumn, winter, spring 20180623 14:26:31< hk238> each of them would contain weather like "more wet, wet, normal, dry, drier" 20180623 14:26:39< hk238> so that would be like 20 maps 20180623 14:27:01< hk238> then you'd have another similar set, which contains information about how the graph is connected 20180623 14:27:38< hk238> like for an example you'd have a set saying that "wet summer" is connected to "normal summer, more wet summer, normal autumn, more wet autumn" 20180623 14:27:49< hk238> then you'd randomly choose which one of the connected nodes gets selected as the next weather 20180623 14:27:59< hk238> I guess it's not exactly a butterfly graph but anyway 20180623 14:28:09< hk238> a circular graph with parallel nodes that connects forwards 20180623 14:28:17< zookeeper> oh, okay. 20180623 14:28:56< hk238> although if "wet summer" is cnonected to "normal summer" I guess it's not true that it connects forwards like that 20180623 14:29:12< hk238> I have not really made my mind up what it should be like 20180623 14:29:33< hk238> but while there's many different ways to piece the graph together, I don't know how to do that in lua 20180623 14:29:33< zookeeper> well, i'd imagine that seasons would still progress steadily, no? 20180623 14:29:43< hk238> yeah that would make sense 20180623 14:30:18< hk238> that way it could be like autumn 1,2,3,4 winter 1,2,3,4 spring 1,2,3,4 summer 1,2,3,4 but the number of maps gets too large 20180623 14:30:57< hk238> so that would mean I should probably abstract it more to have a code doing this instead of swapping tons of maps 20180623 14:31:07< zookeeper> sure, DF's weather system is extremely simple and you probably don't want to have there be 20 map files 20180623 14:31:28< hk238> 20 maps is just about doable still 20180623 14:31:39< hk238> since you can make them by tinkering so it's not so arduous 20180623 14:31:47< hk238> like take winter1.. add some snow tiles. Call it winter 2 20180623 14:32:31< hk238> but with the randomness it gets complicated like let's say there's lots of rain in the autumn and the rivers get flooded 20180623 14:32:34< zookeeper> you might be able to do the seasons as maps (like in DF), but define the wet/dry variations as [terrain_mask]s. green grass to dry grass, etc. maybe. 20180623 14:32:39< hk238> well do we have more ice in the winter then? 20180623 14:33:57< hk238> could also try something like saving the basic location of river as a set of nodes, then randomly including adjacent nodes and making them wetter 20180623 14:34:35< hk238> with a code it would be probably less work and more dynamic 20180623 14:34:54< hk238> but I've basically never done anything with lua so I'm not sure it's going to work out that easily 20180623 14:34:54< hk238> :D 20180623 14:35:12< zookeeper> if i was writing a weather system from scratch, i'd probably do it by having the seasons and weather progress entirely programmatically (and semi-randomly) and not use any map variations. but admittedly that'd be really complicated. 20180623 14:35:30< hk238> hmm I could start being less ambitious 20180623 14:35:59< hk238> but I'd like to have incremental changes each turn 20180623 14:36:08< hk238> like currently the changes are too drastic and sparse 20180623 14:36:21< hk238> to have small incremental changes requires with this redraw map system that there's lots of map files 20180623 14:36:52< hk238> and to make sense out of having more snow and less snow and have some randomness.. then requires having this graph to describe how the different maps are connected to each other 20180623 14:37:01< hk238> but perhaps it would be best to start with like 20180623 14:37:16< hk238> winter is just winter with 4 different maps that follow each other 20180623 14:37:45< hk238> spring is just spring with 4 different maps in sequence.. then somewhere include possibility of "spring rain" 20180623 14:38:29< hk238> I dont know still it's probably easier to first make a weather system with no randomness which has like a sequence of 16 maps 20180623 14:38:38< hk238> then once that's working, start workign on parallel weathers 20180623 14:39:04< hk238> but it might be easiest to make this dynamically like for real 20180623 14:39:34< hk238> have a set of nodes { {x,y}, {x2,y2} }.. which contains water tiles 20180623 14:39:50< hk238> if the map gets more watery. then expand the nodes to adjacent nodes, convert them to more watery tiles 20180623 14:40:02< hk238> with some rule like grass becomes ford 20180623 14:40:32< hk238> shallow water becomes deep water 20180623 14:40:46< hk238> and then the other direction 20180623 14:41:14< hk238> shrink the graph of nodes when weather gets drier. Find edges and remove convert them back 20180623 14:41:27< hk238> but it's still quite hard 20180623 14:42:36-!- ToBeFree [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20180623 14:42:55< zookeeper> pretty much anything other than map variations is going to be hard to write, yes :J 20180623 14:44:06< hk238> but you can make a more complex system with less work 20180623 14:44:29< hk238> like if you have a random dynamic system it can have thousands of possible states where as trying to do that with map files is not working 20180623 14:44:48< hk238> but I guess for the simpler systems just maps is easiest 20180623 14:45:14< hk238> forward connecting graph to describe weather is also still reasonable simple 20180623 14:46:03< hk238> I mean I can describe what it it's supposed to do logically but I don't know how to exactly implement it in lua, but probably something like some what to save a value, current node. Have a set for each node, which describes what other nodes it's connected to. 20180623 14:46:27< hk238> then using the current node, you look into the set, and choose the next node. A map corresponds with each node, so you redraw that 20180623 14:48:49< zookeeper> you can always start with something simple that you can get to work. like, have it just choose a random wet/dry variation every time. 20180623 14:55:55< hk238> yeah I think I'll just avoid the watery - ice problem by only include wetter maps in spring/summer time 20180623 14:56:06< hk238> and winter will basically be simpler 20180623 15:00:28< hk238> hmm although is it necessary for the lua code to store a path of the graph or can it do something each turn? 20180623 15:01:51<+discordbot2> You can run Lua code in every turn by adding a handler for a suitable event. 20180623 15:01:53<+discordbot2> https://wiki.wesnoth.org/EventWML#new_turn 20180623 15:10:59-!- ToBeFree [uid51591@wikimedia/ToBeFree] has quit [Killed (niven.freenode.net (Nickname regained by services))] 20180623 16:48:13< galegosimpatico> lag check 20180623 16:48:25<+discordbot2> lag check 20180623 16:48:40<+discordbot2> Lag check? 20180623 16:49:02<+discordbot2> I guess he wanted to see how long will it take for his message to appear on Discord 20180623 16:49:06<+discordbot2> oh wait, he's on IRC 20180623 16:49:08<+discordbot2> idk 20180623 16:50:11<+discordbot2> Lag check! 20180623 16:50:55< ShikadiQueen> Lag check. 20180623 16:53:56< galegosimpatico> That was slower than mine. :shrug: 20180623 16:55:42<+discordbot2> Because I had to switch to another app entirely. 20180623 16:55:50<+discordbot2> And log in. 20180623 16:59:20<+discordbot2> so, what lags more, a message getting to Discord from IRC or the other way? 20180623 17:00:01<+discordbot2> Probably the first. 20180623 17:00:55<+discordbot2> The difference ought to be negligible in most cases though, unless you need precise timing by the millisecond. 20180623 17:15:27-!- Haudegen [~quassel@178.115.237.87] has quit [Remote host closed the connection] 20180623 17:45:12-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180623 17:46:07<+discordbot2> duck hunters don't do well on irc 20180623 17:46:17<+discordbot2> from discord 20180623 17:49:30<+discordbot2> What's a duck hunter? 20180623 17:56:38<+discordbot2> an irc game 20180623 17:59:37<+discordbot2> oh look I found a discord version https://duckhunt.me/ 20180623 18:25:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 18:25:24-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 18:43:23-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 18:43:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 18:47:33<+discordbot2> Hi all!! πŸ–€ πŸ’› 20180623 19:05:32<+discordbot2> helloo! 20180623 19:31:22< hk238> has anyone else experienced this mp server lobby connection hanging? 20180623 19:31:53< hk238> basically I create a game. It's waiting for players. But no one joins.. Then I close the game. Look at the lobby. Everything seems normal, but when I try to join a game, it hangs during load 20180623 19:32:23< hk238> then I have to restart wesnoth, and there's a connected client on the server that gets kicked 20180623 19:32:52< hk238> anyway I'm certain that it's already kind of disconnected at the point of waiting for players despite the lobby apparently working normally 20180623 19:32:58<+discordbot2> not in the current version 20180623 19:33:12<+discordbot2> I mean, I used to have such problems, but that was a few years ago 20180623 19:50:55-!- DeFender1031 [~DeFender1@89-138-149-20.bb.netvision.net.il] has joined #wesnoth 20180623 20:23:27< hk238> hmm my connection to the server is not working properly 20180623 20:23:38< hk238> it's somehow fishy 20180623 20:23:38< hk238> :D 20180623 20:42:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180623 20:42:23-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180623 20:52:40-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180623 21:18:37<+discordbot2> Question for northerners!!! sorry if i interrupted something... I dont think I did but i apologize if I did... 20180623 21:18:48<+discordbot2> Ok my question is, do orcish grunts belong in houses when defending? 20180623 21:21:40<+discordbot2> assume a 1v1 northerners vs other person x33 20180623 21:49:39-!- ibispi [~quassel@188.246.34.98] has quit [Remote host closed the connection] 20180623 21:51:44-!- claymore [~claymore@unaffiliated/claymore] has quit [Quit: Leaving] 20180623 22:24:21-!- Haudegen [~quassel@178.115.237.87] has quit [Remote host closed the connection] 20180623 22:42:47-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20180623 22:42:59<+discordbot2> what do you mean by belong in houses 20180623 22:54:15<+discordbot2> Oh sorry!! I need to make clarification x( my bad 20180623 22:54:17<+discordbot2> Basically 20180623 22:54:29<+discordbot2> when you are defending or retreating or trying to prevent someone from grabbing your houses 20180623 22:54:51<+discordbot2> are grunts the most efficient units to keep in villages? when defending and in general? 20180623 22:55:07<+discordbot2> Sorry im bad at communicating ;_; let me know if you need more clarification! 20180623 23:10:34<+discordbot2> on village, it’s the grunt. on mountain, it’s often the troll whelp. 20180623 23:11:03<+discordbot2> depends on who you play against too 20180623 23:14:50<+discordbot2> It also depends on said village. If it's in caves, mounts, or woods, give it to the whelp. If it's on flat or aquatic, give to the grunt. 20180623 23:14:52<+discordbot2> there is such a thing as a mountain village too FYI. leaving aside defense and damage type, the troll is the unit with the highest ratio of hp/gp for all factions. even without regeneration. but the orcish grunt isn’t far behind. both are ranked highly on hp/gp 20180623 23:18:04<+discordbot2> however, when it comes to efficiently defending, you should also consider retaliation damage not just purely soaking up hits. 20180623 23:20:02<+discordbot2> Ahh okay, thank you guys! :) 20180623 23:43:02-!- Appleman1234 [~quassel@121.222.147.211] has joined #wesnoth --- Log closed Sun Jun 24 00:00:06 2018