--- Log opened Fri Nov 09 00:00:27 2018 20181109 00:08:37-!- sevu [~sevu@p54855B61.dip0.t-ipconnect.de] has joined #wesnoth-dev 20181109 00:20:49<+wesdiscordbot> @mattsc If I load on master NR S7a, an end the first turn, I get errors about the high XP CA. However, I run an 1.14 build with master, which … I don't know what kind of problems it may cause. Do you have a build of master and could check it? 20181109 00:24:11<+wesdiscordbot> @sevu I do, and I just skipped into the scenario, but did not get the error. Do you have a save I could use? 20181109 00:26:13<+wesdiscordbot> That sounds like it is my build then. There's no save, the start of scenario save is it already. 20181109 00:26:50<+wesdiscordbot> Well, but do you have units with high XP on the map from previous scenarios? 20181109 00:27:15<+wesdiscordbot> Because that's really when that XP should kick in. 20181109 00:27:25<+wesdiscordbot> *that CA 20181109 00:27:27<+wesdiscordbot> There are some dwarves frrom the ally which have high xp – my save was as well just created with debug mode 20181109 00:27:43<+wesdiscordbot> Hmm. 20181109 00:27:47<+wesdiscordbot> What error do you get? 20181109 00:29:43<+wesdiscordbot> I just checked ... Yes, some of those units has very high XP for me as well. 20181109 00:34:02<+wesdiscordbot> The message is 20181109 01:33:10 error scripting/lua: ai/lua/ca_high_xp_attack.lua:59: attempt to perform arithmetic on a nil value (field 'combat_experience') stack traceback: ai/lua/ca_high_xp_attack.lua:59: in function (...tail calls...) However, l think chances are good that it's my build, I rebuild and let you know if it still appears 20181109 00:34:34<+wesdiscordbot> Okay. 20181109 00:38:00<+wesdiscordbot> @sevu: yes, this is only in master, added by gfgtdf 2 months ago: 20181109 00:38:03<+wesdiscordbot> https://github.com/wesnoth/wesnoth/commit/bc89512a5c000e0546676a3d0ae0f1be20b31731 20181109 00:42:03<+wesdiscordbot> okay 20181109 00:52:14< celmin|away> @josteph - ThemeWML was excluded from the schema because it didn't seem worthwhile to document something that's likely to very drastically change. 20181109 00:52:49-!- celmin|away is now known as celticminstrel 20181109 00:52:50< celticminstrel> Or potentially even be removed altogether. 20181109 00:53:51< celticminstrel> @mattsc - Seeing that commit makes me wonder if you correctly handled the level 0 case in your AI PR that was just merged... 20181109 00:55:20< celticminstrel> In fact, it looks like you didn't? 20181109 00:55:48< celticminstrel> https://github.com/wesnoth/wesnoth/pull/3655/commits/0c57ae16e4e25cfb36ee51b5675dda0bebc793fd 20181109 01:02:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181109 01:05:58< irker374> wesnoth/wesnoth:1.14 nemaara 168cd78a6b TSG help: modified enemy unit descriptio AppVeyor: 1/4 builds failed 20181109 01:05:59< irker374> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20153551 20181109 01:10:36-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181109 01:10:59< mattsc> celticminstrel: Meh. 20181109 01:11:06< celticminstrel> Oh hi. 20181109 01:11:21< mattsc> Actually, I didn’t incorrectly handle that in that commit. 20181109 01:11:26< celticminstrel> Okay. 20181109 01:11:26< buhman> how/when do metatables created with luaL_newmetatable get set on the values that need them? 20181109 01:11:27< mattsc> It was already done incorrectly. 20181109 01:11:32< celticminstrel> Ah. 20181109 01:11:50< celticminstrel> buhman: Uhh, that's kinda a weird one... 20181109 01:11:55< mattsc> I even noticed it when I changed the hard-coded values, but did not want to mix it into that commit. 20181109 01:11:59< mattsc> And then I forgot. 20181109 01:12:00< celticminstrel> I see. 20181109 01:12:18< mattsc> So, thanks for pointing that out, I’ll fix it separately. 20181109 01:12:19< buhman> I feel like I half-understand luaL_getmetatable, but I don't see where the registry keys are used when objects are being initialized 20181109 01:14:09< celticminstrel> buhman: luaL_newmetatable automatically puts the metatable into the registry. 20181109 01:14:27< buhman> yeah 20181109 01:14:34< buhman> what consumes the registry? 20181109 01:15:23< celticminstrel> I guess luaL_getmetatable and luaL_setmetatable? 20181109 01:15:54< celticminstrel> Oh the latter doesn't exist. 20181109 01:15:59< celticminstrel> No wait, it does... 20181109 01:16:15< celticminstrel> I meant the former. I can't find it. 20181109 01:16:21< celticminstrel> Though it probably doesn't really matter. 20181109 01:16:52< buhman> I wonder if https://github.com/wesnoth/wesnoth/blob/master/src/scripting/lua_unit.cpp#L627 is that referring to the "unit" registry key? 20181109 01:17:00< celticminstrel> If you want to find where those metatables are applied to objects, you probably need to search luaL_setmetatable. 20181109 01:17:51< celticminstrel> buhman: No, it's setting metatable.__metatable = "unit". 20181109 01:18:00< celticminstrel> (Together with line 628.) 20181109 01:18:43< buhman> is that meaningful to lua? 20181109 01:18:49< celticminstrel> Yup. 20181109 01:19:11< celticminstrel> getmetatable(obj) returns it instead of the actual metatable, preventing people from messing with our metatables. 20181109 01:19:39< buhman> oh, so, it isn't :) 20181109 01:19:50< celticminstrel> (As well as making it easy to check if something is a unit - getmetatable(obj) == "unit") 20181109 01:19:58< celticminstrel> Uhh. What? I just said it is meaningful. 20181109 01:20:06< celticminstrel> And how it's meaningful. 20181109 01:20:15< buhman> shouldn't that normally be an actual metatable though? 20181109 01:20:29< celticminstrel> Yes, normally getmetatable(obj) returns the metatable. 20181109 01:20:43< celticminstrel> But if the metatable contains a value meta.__metatable, it returns that instead. 20181109 01:21:10< buhman> interesting 20181109 01:23:44< buhman> https://github.com/wesnoth/wesnoth/blob/master/src/scripting/lua_unit.cpp#L208 I feel like this is the magic, but I don't see where that is called 20181109 01:24:32< celticminstrel> ... 20181109 01:24:53< celticminstrel> It's called a few lines down, but... every other place I can see just calls luaL_setmetatable directly. 20181109 01:25:00< celticminstrel> Whyyy does that function even exist. o.o 20181109 01:25:21< buhman> I saw _pushlocalunit , but that's only called in apply_effect 20181109 01:25:26< buhman> which seems like not what I'm looking for 20181109 01:25:40< celticminstrel> Yeah, search luaL_setmetatable in that file. 20181109 01:26:14< celticminstrel> Wait, maybe not in the file... 20181109 01:26:30< celticminstrel> Okay, just search for getunitKey everywhere, then. 20181109 01:26:39< buhman> heh 20181109 01:26:43< celticminstrel> Or "unit" including the quotes. 20181109 01:26:57< celticminstrel> Since some places might repeat the literal instead of using the constant. 20181109 01:27:11< celticminstrel> Though as you saw before, not all instances of "unit" are relevant here. 20181109 01:27:35< celticminstrel> You could also search luaW_pushunit, but I'm not sure if that actually exists. 20181109 01:27:48< irker374> wesnoth: Severin Glöckner wesnoth:1.14 1a0352f41601 / changelog.md: update changelog https://github.com/wesnoth/wesnoth/commit/1a0352f4160103c9270e3f86889d31dff11a30d5 20181109 01:28:04<+wesdiscordbot> mattsc, works 20181109 01:28:13< buhman> oh nice, that's an inline function 20181109 01:28:19< celticminstrel> ??? 20181109 01:28:39<+wesdiscordbot> @sevu Okay, good. 20181109 01:28:41< buhman> you're right, that's how it works 20181109 01:29:12< buhman> https://github.com/wesnoth/wesnoth/blob/master/src/scripting/game_lua_kernel.cpp#L588 20181109 01:40:44< mattsc> Ugh, I’m too stupid for this tonight … 20181109 01:41:03< mattsc> Where in the code is the ‘level’ config passed to the play_controller assembled? 20181109 01:41:46-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 268 seconds] 20181109 01:41:54< mattsc> For context, I am looking to the duplication of some of the AI config, https://github.com/wesnoth/wesnoth/issues/3338 20181109 01:42:10< celticminstrel> I think the "level" config is probably the actual [scenario] tag? So in that case it's assembled in the parser. Unless I misunderstood what you mean. 20181109 01:42:31< mattsc> … and the [goal] tags are already duplicated when they are passed to play_controller. 20181109 01:42:46< mattsc> Okay. (I think you understood me correctly) 20181109 01:43:08< celticminstrel> I could also be wrong FTR. 20181109 01:43:49< mattsc> Noted. :) You usually aren’t though. And I’m out of time now anyways, got to play chauffeur for a while ... 20181109 01:43:50< celticminstrel> Could duplication of the goal tags be happening when the AI config is parsed and desimplified? 20181109 01:43:52< buhman> return_*_attrib as used in impl_unit_get seems a bit awkward; surely there's some template magic that exists that could convert 0-ary methods to metatable properties? 20181109 01:44:26< buhman> (just wondering if I could write lazier code) 20181109 01:44:40< mattsc> celticminstrel: I really don’t know. Quite possibly. 20181109 01:44:43< celticminstrel> buhman: Not even sure if that would work, but if so it'd require a lot of setup, I think. 20181109 01:45:20< celticminstrel> Out of curiosity, what are you doing? 20181109 01:45:21< buhman> I'll play with it; good excuse to learn about some c++ features. 20181109 01:46:06< buhman> I was going to mock out some portion of the improved gui2 lua bindings 20181109 01:46:14< celticminstrel> Ahh. 20181109 01:46:41< celticminstrel> FTR, if you're doing that you should probably use the lua C++ function stuff that's used in the plugin API and a few other things. 20181109 01:46:57< celticminstrel> If you can get that to work, at least. 20181109 01:47:08< celticminstrel> Not sure if it'll fit what's needed. 20181109 01:48:17< celticminstrel> Actually... maybe there's actually quite a bit more you can take from the plugin API, as that allows each context to register possible functions and data members... 20181109 01:48:38< celticminstrel> Still not sure if it would quite work as-is for GUI2 bindings, but might at least be useful to look at. 20181109 02:52:31-!- sevu [~sevu@p54855B61.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20181109 02:54:06< irker374> wesnoth/wesnoth:master Severin Glöckner d743a5b9f2 NR S7: debug mode safety AppVeyor: vs2015/Debug Failed 20181109 02:54:07< irker374> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20162238 20181109 03:12:55<+wesdiscordbot> celmin, yeah, I figured. Not complaining 😃 20181109 03:16:00< celticminstrel> Probably going to merge it Sunday, unless feedback rolls in before then. 20181109 03:21:59<+wesdiscordbot> 👍 20181109 03:57:50< celticminstrel> I'm lazy so can someone please label https://github.com/wesnoth/wesnoth/issues/3696 as enhancement and lua 20181109 04:00:31< mattsc> done. 20181109 04:10:10-!- celticminstrel is now known as celmin|sleep 20181109 04:21:38-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20181109 04:56:32<+wesdiscordbot> Hey all, just checking in to see if Godot is still being considered for the next full game re-make? 20181109 04:56:47<+wesdiscordbot> yes it is 😮 20181109 04:57:22<+wesdiscordbot> that's pretty sweet. I'm enjoying Godot myself, especially the hierarchical approach and the signals 20181109 04:58:04<+wesdiscordbot> if you want to help out, you can ask vultraz about it 20181109 04:58:35<+wesdiscordbot> you can also see the progress here : https://github.com/wesnoth/haldric 20181109 05:02:10<+wesdiscordbot> I'm VERY much a newb but you never know, maybe there's something I can toil away at in the background and learn some things 20181109 05:04:04<+wesdiscordbot> feel free to ask around 20181109 05:06:10<+wesdiscordbot> have just asked, privately, thank you 20181109 05:08:11<+wesdiscordbot> mhmm 20181109 05:54:11-!- irker374 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181109 06:04:47-!- irker974 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181109 06:04:47< irker974> wesnoth/wesnoth:master Severin Glöckner d743a5b9f2 NR S7: debug mode safety AppVeyor: 1/4 builds failed 20181109 06:04:47< irker974> Details vs2015/Debug: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20162238 20181109 09:00:56< irker974> wesnoth/wesnoth:1.14 Severin Glöckner 1a0352f416 update changelog AppVeyor: All builds passed 20181109 09:06:12-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20181109 09:23:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181109 09:31:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20181109 11:28:30< irker974> wesnoth/wesnoth:1.14 nemaara 028b4ddbfa TSG S7b: adjusted enemy income AppVeyor: All builds passed 20181109 11:44:56-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 272 seconds] 20181109 12:02:16-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20181109 13:50:26-!- celmin|sleep is now known as celmin|away 20181109 14:28:46-!- irker974 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181109 14:58:38-!- irker350 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181109 14:58:38< irker350> wesnoth: mattsc wesnoth:master bc956b3e7f2d / data/ai/ (3 files in 2 dirs): Lua AIs: fix experience for killing level 0 units https://github.com/wesnoth/wesnoth/commit/bc956b3e7f2d801dc82afcc3918c1e376b7207a7 20181109 14:58:38< irker350> wesnoth: mattsc wesnoth:master 30e1fd1742b1 / data/ai/micro_ais/cas/ca_bottleneck_move.lua: Bottleneck Micro AI: simplify a conditional https://github.com/wesnoth/wesnoth/commit/30e1fd1742b1328dae9fa635147f951b2ec4c22f 20181109 16:02:21<+wesdiscordbot> @Inky @Konrad2 btw I put my TSG rewrite on the addon server now, so when you get the chance to playtest it, you can get it from there :p 20181109 16:21:03<+wesdiscordbot> Yeah! 🐟 20181109 16:22:32<+wesdiscordbot> 🐳 20181109 17:39:40-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20181109 17:55:38< irker350> wesnoth/wesnoth:master mattsc 30e1fd1742 Bottleneck Micro AI: simplify a conditio AppVeyor: vs2015/Release Failed 20181109 17:55:39< irker350> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20177524 20181109 17:57:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181109 18:02:11-!- Soliton changed the topic of #wesnoth-dev to: Wesnoth Developers Channel | >>> Want to help? Go here: https://r.wesnoth.org/t42911 (and thanks!) <<< | Discord Server: https://discord.gg/battleforwesnoth | Logs: http://irclogs.wesnoth.org 20181109 18:17:40<+wesdiscordbot> 🐠 20181109 18:33:18<+wesdiscordbot> well, I forgot to fix a definition in the save file due to absentmindedness, so if you play before I fix it, you'll have to get the updated _main.cfg from the forums 😣 20181109 18:37:50<+wesdiscordbot> wait nvm, I screwed everything up LOL 20181109 19:11:08< irker350> wesnoth/wesnoth:1.14 Steve Cotton 9fce0b1169 Tutorial S2: Hints about whether to leve AppVeyor: All builds passed 20181109 19:50:54-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 264 seconds] 20181109 19:51:53-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20181109 21:54:05< irker350> wesnoth/wesnoth:master mattsc 30e1fd1742 Bottleneck Micro AI: simplify a conditio AppVeyor: 1/4 builds failed 20181109 21:54:06< irker350> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/20177524 20181109 22:09:47-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 240 seconds] 20181109 22:10:34-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20181109 22:32:08-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 245 seconds] 20181109 22:33:22-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20181109 23:00:31<+wesdiscordbot> so 20181109 23:00:38<+wesdiscordbot> nobody made a core yet 20181109 23:01:02<+wesdiscordbot> I want to make one 20181109 23:01:10<+wesdiscordbot> but where to start … 20181109 23:01:42<+wesdiscordbot> probably nobody made one bcause nobody knows how to ... 20181109 23:30:52< Ravana_> because its requires too much code duplication to change small thing 20181109 23:37:48<+wesdiscordbot> I read one can import things from the default core 20181109 23:38:03<+wesdiscordbot> Do you have any idea how cores work 20181109 23:39:16<+wesdiscordbot> @Vultraz mentioned if you havem ultiple cores there would appear an UI element which let's you chosen them … I'm not past this stage yet ... 20181109 23:40:23<+wesdiscordbot> ahhh, indeed! 20181109 23:40:24<+wesdiscordbot> There’s a main menu button that appears 20181109 23:40:43<+wesdiscordbot> Honestly the core system doesn’t even work and should be removed 20181109 23:40:48<+wesdiscordbot> I just saw it, forgot an import before… awesome 😃 20181109 23:41:19<+wesdiscordbot> well, nobody tried it even out 20181109 23:45:13<+wesdiscordbot> I honestly don’t even see the point of them 20181109 23:46:29-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 244 seconds] 20181109 23:46:33<+wesdiscordbot> Total conversions 20181109 23:46:50<+wesdiscordbot> I think if you can't see the point of that then there's a deeper problem going on 20181109 23:47:17<+wesdiscordbot> Obviously if support for them is broken they're not getting made 20181109 23:47:35<+wesdiscordbot> Therefore there's no point for having support for them as long as said support is broken 20181109 23:47:47<+wesdiscordbot> But if it's fixed then there's a chance that people will actually use it 20181109 23:48:09<+wesdiscordbot> (fixed and properly documented too) 20181109 23:50:20<+wesdiscordbot> I get the theoretical point of them 20181109 23:54:18<+wesdiscordbot> Just not how or why anyone would undertake the massive task in this engine. Total conversion mods for any game are by their nature massive undertakings, usually because someone’s creation doesn’t fit in an existing game world. But wesnoth’s engine doesn’t offer near enough flexibility or east of use to make this viable or reasonable. Do cores replace the UI? If they do... is someone going to learn GUI2 and code 20181109 23:54:19<+wesdiscordbot> a new UI? If not... all you really get is an asset swap and we have better ways to use custom assets. Is someone going to add dozens of their own music tracks? Terrain data? Terrain transitions? 20181109 23:54:57<+wesdiscordbot> They were supposed to replace everything except the UI 20181109 23:55:28<+wesdiscordbot> Also let me put it like this 20181109 23:55:52<+wesdiscordbot> Do you think if I made a sequel to AtS in this engine I'd have a use for anything in mainline other than 75% of the terrains 20181109 23:56:10<+wesdiscordbot> The music? 20181109 23:56:12<+wesdiscordbot> Ideally I'd also want to implement some custom game rules 20181109 23:56:19<+wesdiscordbot> The music is useless for that use case as well 20181109 23:56:27-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20181109 23:56:55<+wesdiscordbot> Put it in plain words all mainline units would be a waste of RAM 20181109 23:57:33<+wesdiscordbot> Along with most of their associated macros 20181109 23:57:44<+wesdiscordbot> And movetypes 20181109 23:58:07<+wesdiscordbot> Fair enough 20181109 23:58:36-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev --- Log closed Sat Nov 10 00:00:22 2018