--- Log opened Sun Oct 14 00:00:38 2018 20181014 00:45:53-!- No0n3Left [~No0n3Left@ip70-191-168-52.pn.at.cox.net] has quit [Ping timeout: 250 seconds] 20181014 00:52:32-!- Tobbi [~Tobbi@supertux/tobbi] has quit [Quit: My MacBook has gone to sleep. ZZZzzzโ€ฆ] 20181014 02:32:08-!- TC01 [~quassel@venus.arosser.com] has quit [Ping timeout: 244 seconds] 20181014 02:33:24-!- TC01 [~quassel@venus.arosser.com] has joined #wesnoth 20181014 03:19:33-!- Smedles [~quassel@119-18-8-214.cust.aussiebb.net] has joined #wesnoth 20181014 05:04:26-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Ping timeout: 252 seconds] 20181014 05:07:57-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20181014 06:00:23-!- celticminstrel is now known as celmin|sleep 20181014 06:26:23-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20181014 06:34:03-!- Nobun [~user@51.179.110.13] has joined #wesnoth 20181014 06:34:11< Nobun> need help about wesnoth lua 20181014 06:34:42< Nobun> I need to write an 'and' tag in a lua table 20181014 06:34:55< Nobun> how to do it without returning a syntax error? 20181014 06:35:24< buhman> Nobun: could you show your code that has a syntax error? 20181014 06:36:35< Nobun> buhman: sure... but I am not testing in wesnoth, but in a lua online tester (so I wrote a fake wesnoth function replacer in order to make test) 20181014 06:37:21< buhman> yeah I tend to write complicated stuff out-of-game too 20181014 06:40:28< Nobun> buhman: http://dpaste.com/0WVCFHF 20181014 06:40:52< Nobun> this is a code experimentation for a person who is trying to implement an AI that should embark in boats 20181014 06:40:59< buhman> and is a keyword 20181014 06:41:11< Nobun> yeah that is the problem 20181014 06:41:26< Nobun> this is why I asked how to correctly replace the 'and' tag 20181014 06:41:39< buhman> does locationfilter actuallyneed `and`? 20181014 06:41:56< Nobun> not sure, buhman 20181014 06:42:14< Nobun> I used and for code consistency to be sure that filter works correctly 20181014 06:42:28< Nobun> I don't know what happens if I do 20181014 06:42:40< buhman> so, ignoring the fact of if this works in the context of get_locations, mechanically you would do ["and"] 20181014 06:42:46< Nobun> x,y,terrain,radius 20181014 06:42:56< buhman> wesnoth.get_locations { ["and"] = blah } 20181014 06:43:42< Nobun> thank for suggestion. 20181014 06:43:57< buhman> are you sure you can't just do terrain="Gg" without `and` ? 20181014 06:43:59< Nobun> but if you know a thing I can avod 'and' at all 20181014 06:44:06< Nobun> not sure, buhman 20181014 06:44:21< Nobun> this is why I am trying to ask you explainin why I thinked about using and 20181014 06:44:31< buhman> https://wiki.wesnoth.org/StandardLocationFilter says you can do that 20181014 06:44:44< Nobun> yeah but it is not completely clear 20181014 06:45:11< Nobun> I mean... the problem is that the boats in x,y (original location) are not in a grass terrain itself 20181014 06:45:43< Nobun> I don't know if radius is evalued together OR before checking x,y AND terrain 20181014 06:45:52< buhman> ah 20181014 06:46:23< Nobun> the problem is 20181014 06:46:29< buhman> filter_radius sounds relevant 20181014 06:46:34< buhman> I'm not a wesnoth expert :) 20181014 06:46:40< Nobun> if is evalued like x,y AND terrain THEN radius, it will not work 20181014 06:47:27< Nobun> buhman: well you gave me nice suggestions :) 20181014 06:47:47< Nobun> I will read filter_radius more deeply than I try ["and" 20181014 06:47:51< Nobun> suggestion 20181014 06:48:00< Nobun> thank a lot :) 20181014 06:50:43< Nobun> buhman: no... filter_radius doesn't seem the thing I was searching... 20181014 06:51:12< Nobun> it does the opposite 20181014 06:56:34< Nobun> buhman: I probably found the solution. If the solution is right, then I found another error in my code 20181014 07:03:39< Nobun> and thinking better the 'and' tag will not solve the issue... damn 20181014 07:31:54-!- wesdiscordbot [~wesdiscor@wesnoth/bot/discord-bridge] has joined #wesnoth 20181014 07:31:54-!- mode/#wesnoth [+v wesdiscordbot] by ChanServ 20181014 07:49:00-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth 20181014 08:13:52<+wesdiscordbot> What programming languages must you know? 20181014 08:15:54<+wesdiscordbot> My advice: just learn something. Any good programmer can learn new languages easily if necessary. 20181014 08:16:12<+wesdiscordbot> ... Is there any specific programming language that is wanted for project haldric? 20181014 08:17:15<+wesdiscordbot> GDScript, the custom language of the Godot game engine. 20181014 08:17:16<+wesdiscordbot> http://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/gdscript_basics.html 20181014 08:17:21<+wesdiscordbot> Ok, thank you 20181014 08:20:20<+wesdiscordbot> Godot seems quit unclear to me. For example I don't get exactly the relation of .tscn and .gd files and when .tscn is 'called' (and where is edited in godot. I ended to look at a .tscn file with Kate editor) 20181014 08:59:31-!- Tobbi [~Tobbi@supertux/tobbi] has joined #wesnoth 20181014 09:00:46-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 272 seconds] 20181014 09:47:01<+wesdiscordbot> @Nobun If you have a scene in Godot, it is saved as .scn (binary) or .tscn (text) file. It contains all the information about which nodes you have, the hierachy of your nodes, also some editor settings like folded scetions in the node inspector. Also the information, if a script file is linked to a node or not. .gd files are just script you can attach to a node in a scene to extend their functionality. did you try to open 20181014 09:47:02<+wesdiscordbot> the tscn file from within the godot editor, or just from your OS file explorer (Dolphin?) 20181014 09:57:37<+wesdiscordbot> So the topic of haldric is visible to certain group of people now? 20181014 10:03:32<+wesdiscordbot> ye 20181014 10:05:55<+wesdiscordbot> there was an argument going on over the GPL/licensing of Haldric vs Wesnoth 1, so access got restricted, yeah. 20181014 10:06:05<+wesdiscordbot> hopefully it will be opened back up at some point though. 20181014 10:09:46<+wesdiscordbot> OK I'll wait for that then. I'm doing Godot's tutorial right now 20181014 10:10:54<+wesdiscordbot> feel free to ping vultraz if you would like access sooner as well ๐Ÿ˜ƒ 20181014 10:12:01<+wesdiscordbot> Hello. 20181014 10:13:13<+wesdiscordbot> hi 20181014 10:18:42<+wesdiscordbot> Surely I'd love to catch up on the progress earlier. I'll try ๐Ÿ˜‰ 20181014 10:44:44<+wesdiscordbot> @Bitron sorry for late reply: I only try to launch steam (I 'installed' godot from steam on linux) and I can choose between "launch godot engine" and "run godot 2.1". After choosing the first one I choose 'import' and select project.godot from the git snapshot I cloned from github 20181014 10:45:37<+wesdiscordbot> After that I can't understand how godot exactly work. About tscn... in order to try to guess what they are I also tried to open one of them with Kate (a text editor) 20181014 10:49:51<+wesdiscordbot> Well, if you open up godot, it should look something like this: 20181014 10:49:51<+wesdiscordbot> https://cdn.discordapp.com/attachments/231976805987385345/500983568403660800/Screenshot_20181014_124654.png 20181014 10:50:29<+wesdiscordbot> @Nobun vedo che ti dai da fare bravo XD! 20181014 10:50:31<+wesdiscordbot> on the upper left, you have the "scene" tab. This and what you see in the viewport is your .tscn file. 20181014 10:53:36<+wesdiscordbot> A scene is basically just a collection of nodes that you set up to fullfill a specific purpose. This can be a character, a menu, a map, really anything. 20181014 10:54:25<+wesdiscordbot> I suggest watching this for a basic overview: https://www.youtube.com/watch?v=WUARiOGSGKY 20181014 11:05:29<+wesdiscordbot> @Dashomew chi sei? ๐Ÿ˜ƒ 20181014 11:05:59<+wesdiscordbot> @Bitron thank a lot. I will take a look at the video tutorial 20181014 11:07:52<+wesdiscordbot> @Dashomew c'รจ anche #italian per continuare a discutere in Italiano, se vuoi ๐Ÿ˜ƒ 20181014 11:17:02<+wesdiscordbot> @Nobun gnidaoL ๐Ÿ˜„ 20181014 11:40:08<+wesdiscordbot> gh non ci sarei mai arrivato ๐Ÿ˜„ 20181014 11:43:46-!- kitsunenokenja [~kitsunech@68.91.220.96] has joined #wesnoth 20181014 11:46:41< Nobun> testing irc bot... 20181014 11:47:30<+wesdiscordbot> sorry for spam but I noticed a lack here in discord and I wanted to verify if IRC bot is currently working 20181014 11:48:26<+wesdiscordbot> the bridge was apparently for for awhile 20181014 12:16:17-!- Tobbi [~Tobbi@supertux/tobbi] has quit [Quit: My MacBook has gone to sleep. ZZZzzzโ€ฆ] 20181014 13:16:37-!- celmin|sleep is now known as celticminstrel 20181014 13:20:51-!- kitsunenokenja [~kitsunech@68.91.220.96] has quit [Ping timeout: 252 seconds] 20181014 14:45:17-!- josteph [~josteph@wesnoth/developer/josteph] has joined #wesnoth 20181014 14:45:23-!- josteph [~josteph@wesnoth/developer/josteph] has left #wesnoth [] 20181014 15:24:26-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20181014 15:29:51-!- Tobbi [~Tobbi@supertux/tobbi] has joined #wesnoth 20181014 15:54:17-!- kitsunenokenja [~kitsunech@68.91.220.96] has joined #wesnoth 20181014 17:09:04-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20181014 17:10:41-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 17:13:57-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Client Quit] 20181014 17:29:50-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 17:29:51-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Client Quit] 20181014 17:31:03-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 17:40:29-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20181014 17:40:59-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 17:44:13-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 17:45:57-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 252 seconds] 20181014 17:47:30-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has quit [Client Quit] 20181014 17:49:01-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 18:02:34-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Read error: No route to host] 20181014 18:03:56-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth 20181014 18:29:11<+wesdiscordbot> hey can somebody help me with problem in the game? 20181014 18:30:45<+wesdiscordbot> depends on what it is 20181014 18:31:38<+wesdiscordbot> i recommend using bats 20181014 18:32:57<+wesdiscordbot> >.> 20181014 18:33:19<+wesdiscordbot> probllem with editor 20181014 18:33:24<+wesdiscordbot> cant use addon units 20181014 18:33:30<+wesdiscordbot> only the default 20181014 18:35:26<+wesdiscordbot> The add-on needs to have an #ifdef EDITOR block for the units to show up. 20181014 18:35:28<+wesdiscordbot> see: https://wiki.wesnoth.org/EditorWML#Units 20181014 18:36:40<+wesdiscordbot> and where to find the main.cfg 20181014 18:36:50<+wesdiscordbot> because its not only one 20181014 18:37:01<+wesdiscordbot> and will be hard for me to do it for agelles era XD 20181014 18:37:06<+wesdiscordbot> and all units 20181014 18:38:33<+wesdiscordbot> it's in the add-on's folder. so: //_main.cfg 20181014 18:39:01<+wesdiscordbot> aand then add this code remaked for my era 20181014 18:39:06<+wesdiscordbot> ? 20181014 18:39:15< hk238> you can place units with the editor? :o 20181014 18:39:32<+wesdiscordbot> hk238: yes 20181014 18:40:41<+wesdiscordbot> @syler122 I'm not entirely sure what you mean. Ageless era does have a thread on the forums though (https://forums.wesnoth.org/viewtopic.php?f=19&t=25274) and #modding or the WML Workshop forum would be better places to ask specific questions. 20181014 18:41:18<+wesdiscordbot> yes i know but i need to do it now , and there will nobody be online 20181014 18:41:48<+wesdiscordbot> i mean in the before version of wesnoth i can use all units in editor 20181014 18:41:59<+wesdiscordbot> now in 1.14.5 i can use only the default in editor 20181014 18:42:49<+wesdiscordbot> I don't really know, sorry. I haven't done anything with eras in years. 20181014 18:43:33<+wesdiscordbot> i will try 20181014 18:43:36<+wesdiscordbot> thank you 20181014 18:44:12<+wesdiscordbot> np 20181014 18:59:24< buhman> I'm trying to use get_dialog_value on a list_definition; I can do `wesnoth.set_dialog_value(value, "id1", i, "id2")`, which works perfectly, but `wesnoth.get_dialog_value("id1", i, "id2")` tells me "bad argument #3 to 'get_dialog_value' (unsupported widget)" 20181014 18:59:35< buhman> I also saw this usage in the forums, so I'm not sure what I'm doing wrong 20181014 19:00:21-!- HeyCitizen_ [~HeyCitize@sttrpq3809w-lp130-05-69-156-204-156.dsl.bell.ca] has joined #wesnoth 20181014 19:00:28< celticminstrel> At a glance it certainly looks correct... 20181014 19:00:46-!- HeyCitiz- [HeyCitizen@gateway/vpn/privateinternetaccess/heycitizen] has joined #wesnoth 20181014 19:01:33-!- HeyCitizen [HeyCitizen@gateway/vpn/privateinternetaccess/heycitizen] has quit [Ping timeout: 244 seconds] 20181014 19:02:35< buhman> my code isn't long http://dpaste.com/3Z2K41W ; the error is on line 6; I see the value of `i` is "2", which is indeed what I clicked 20181014 19:04:52-!- HeyCitizen_ [~HeyCitize@sttrpq3809w-lp130-05-69-156-204-156.dsl.bell.ca] has quit [Ping timeout: 246 seconds] 20181014 19:10:31< buhman> oh https://forums.wesnoth.org/viewtopic.php?f=58&t=35238&start=45 20181014 19:11:19< buhman> I wonder if I can hide a textbox or something... 20181014 19:14:14< celticminstrel> ? 20181014 19:16:15< buhman> apparently the problem is you can't get_dialog_value from any label widget 20181014 19:17:05< celticminstrel> Ahhh. 20181014 19:17:12< celticminstrel> I guess that could make sense. 20181014 19:18:01< celticminstrel> You could just populate an external Lua list and look up the value there, I guess. 20181014 19:19:58< buhman> wesnoth.set_dialog_visible(false) on a text_box seems sane to me 20181014 19:20:10< buhman> html forms do that all the time 20181014 19:55:17-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20181014 20:03:07-!- claymore [~claymore@unaffiliated/claymore] has joined #wesnoth 20181014 20:06:24-!- Nobun [~user@51.179.110.13] has quit [Ping timeout: 272 seconds] 20181014 20:06:47-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20181014 20:06:58<+wesdiscordbot> @syler122 even if editor does not work with units you could place them in scenario using an event (name=start) and add units with WML 20181014 20:07:54<+wesdiscordbot> or better name=prestart 20181014 20:09:51-!- Nobun [~user@51.179.110.13] has joined #wesnoth 20181014 20:10:50< Nobun> celticminstrel: a brief question: I am trying to develop a custom ai goal tag wich uses lua code in it 20181014 20:11:16< Nobun> I have a problem on debugging it with an error I can't isolate, so I need to 'print' somehow some values 20181014 20:11:48< Nobun> I tried lua print function and wesnoth.message but I can't display any message 20181014 20:12:27< Nobun> neither in game nor in terminal (I see only the lua error messages but the 'print debug' does not seem to work) 20181014 20:18:00< mattsc> Nobun: depending on where you want to see the message, you might have to use std_print() 20181014 20:18:25< mattsc> wesnoth.message should work for displaying it in the game window. 20181014 20:20:06<+wesdiscordbot> there's also wesnoth.log("error", tostring(message), true) to print to wesnoth's log file. 20181014 20:20:28< celticminstrel> Nobun: print() outputs to the Lua console. std_print() outputs to the terminal (requires running with --wconsole on Windows). 20181014 20:20:56<+wesdiscordbot> also, not sure about wesnoth.log(), but wesnoth.message() doesn't like nil, so you should probably wrap whatever you want to print out in tostring() 20181014 20:21:03< celticminstrel> By Lua console I mean the one accessible through :inspect or the tilde key (on a US keyboard). 20181014 20:21:55< celticminstrel> @Pentarctagon Maybe that should be raised as a bug? I think any print-type functions should be expected to handle anything they're passed... though whether log() and message() count as print-type functions I'm not sure. 20181014 20:22:17< Nobun> I will show you the lua code. So you can help me on debugging it rightly: http://dpaste.com/2FPK8EH 20181014 20:22:39< celticminstrel> ...Italian? 20181014 20:23:16<+wesdiscordbot> also, I'm not sure what the IRC channel name is, but this type of discussion should really go in #modding 20181014 20:23:27< celticminstrel> #wesnoth-umc-dev 20181014 20:23:44< celticminstrel> Personally I don't care if we move it to there or not. 20181014 20:24:02< Nobun> yeah the comments are italian (I am italian and it is a code for an italian) . But the problem is that I can't understand why is_grassland should receive a nil 20181014 20:24:22< celticminstrel> Okay, so x or y end up being nil somewhere? 20181014 20:24:40< celticminstrel> I notice you're printing x twice for some reason, presumably you actually meant to print x and then y. 20181014 20:24:44< Nobun> moving to #wesnoth-umc-dev you are right 20181014 20:24:49< celticminstrel> BTW, print can take any number of arguments. 20181014 20:32:55<+wesdiscordbot> @Pentarctagon yeah you all were right we moved to #wesnoth-umc-dev wich is #modding in discord. (As I said I use irc to reply to irc people and discord to reply discord people :P) 20181014 20:33:39<+wesdiscordbot> it doesn't really bother me, but we do have a channel for it, so we should use it ๐Ÿ˜› 20181014 20:36:23<+wesdiscordbot> yeah. You are right ๐Ÿ˜ƒ 20181014 20:38:45-!- Nobun [~user@51.179.110.13] has quit [Ping timeout: 268 seconds] 20181014 20:45:12-!- claymore [~claymore@unaffiliated/claymore] has quit [Quit: Leaving] 20181014 20:49:32-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20181014 21:37:51< buhman> can I get a list of maps or scenarios in the current campaign, without maintaining my own list? 20181014 21:38:14< celticminstrel> What do you need it for? 20181014 21:38:27< celticminstrel> :choose_level has a list but there's no API to access that list. 20181014 21:39:09< buhman> hmm that's a debug command 20181014 21:39:19< celticminstrel> Yeah. 20181014 21:39:25< buhman> but yeah, a list of scenario ids would be great, just like that 20181014 21:40:18< celticminstrel> I don't know of any way to get it. The list in :choose_level would probably belong in wesnoth.game_config but I don't think it actually is available there. 20181014 21:41:48< buhman> hmm, can I create ad-hoc scenarios in lua? 20181014 21:42:04< celticminstrel> Nope. 20181014 21:48:07< celticminstrel> There's the scenario generator API which can be used to generate random content for a scenario, which might be able to get a similar effect as an "ad-hoc" scenario. 20181014 21:48:39<+wesdiscordbot> also [replace_map] 20181014 21:50:01< buhman> yeah replace_map seemed cool, but I also want the units to go to starting positions too 20181014 21:50:14< buhman> I guess I could probably just do that... 20181014 21:50:26<+wesdiscordbot> yeah, you'd need to do that manually 20181014 21:50:47< celticminstrel> If you're only doing it once in the scenario, try the scenario generator API. 20181014 21:51:15< celticminstrel> Not sure if you can actually load a map from a file for that, though... 20181014 21:51:32< celticminstrel> It's meant for random maps, not fixed maps with a few random elements. 20181014 21:52:10< buhman> https://wiki.wesnoth.org/MapGeneratorWML ? 20181014 21:52:15< celticminstrel> Yeah. 20181014 21:54:33< celticminstrel> There's a "mapgen_helper" module that can be used for that as well. 20181014 21:55:06< celticminstrel> ...and the thing about Rng is out-dated, that doesn't exist anymore; just use wesnoth.random IIRC. 20181014 21:55:28< celticminstrel> ...oh right, that's mentioned, never mind. 20181014 21:56:42< buhman> wow, 17_Scepter_of_Fire looks really awesome 20181014 21:56:56< buhman> I wish I was good enough at wesnoth to actually play these campaigns that far :) 20181014 22:04:01< celticminstrel> ? 20181014 22:04:39< celticminstrel> If you mentioned it because it uses the generator, there's one other in mainline too, in the Sceptre of Fire campaign. I think it's scenario 3 or 4? 20181014 22:04:54< celticminstrel> There's also the MP random maps but I'm pretty sure they don't use the Lua-based generator. 20181014 22:35:52-!- kitsunenokenja [~kitsunech@68.91.220.96] has quit [Ping timeout: 272 seconds] --- Log closed Mon Oct 15 00:00:39 2018