--- Log opened Mon Jan 07 00:00:47 2019 20190107 00:23:05< irker018> wesnoth/wesnoth:1.14 Steve Cotton 2d32fbb6b9 Tutorial S2: "choose who gets the 16xp" AppVeyor: All builds passed 20190107 01:12:34-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190107 01:28:39< irker018> wesnoth/wesnoth:1.14 Reuben Rakete 27f89d4738 Change hotkey filter to use multi word s AppVeyor: All builds passed 20190107 01:36:07<+wesdiscordbot> are textdomains case insensitive on windows ? 20190107 01:39:31< celticminstrel> I have no clue. 20190107 01:39:49< celticminstrel> Are they case insensitive on Linux? 20190107 01:42:27<+wesdiscordbot> I feel like his question goes along the lines of "are textdomain lookups actually filename lookups?" 20190107 01:42:36<+wesdiscordbot> actually, no 20190107 01:42:54<+wesdiscordbot> Everything that isn't a filename in Wesnoth is case sensitive 20190107 01:42:59<+wesdiscordbot> there's a very odd bug report on #modding and one of the clues is that an addon has two textdomains that differ by case 20190107 01:43:01<+wesdiscordbot> But I'm not sure if textdomains are filenames 20190107 01:43:58<+wesdiscordbot> thanks shadowm 20190107 01:45:48< celticminstrel> IIRC .mo files are named by language right? 20190107 01:45:57< celticminstrel> Or is that .po 20190107 01:46:09<+wesdiscordbot> both, aren't they? 20190107 01:46:14<+wesdiscordbot> foo.po compiles to bar.po 20190107 01:46:52< celticminstrel> No, one's named after language, the other after textdomain. 20190107 01:47:33<+wesdiscordbot> ./translations/af/LC_MESSAGES/wesnoth-ai.mo 20190107 01:47:47<+wesdiscordbot> Filenames are a big part of textdomains but there's also a WML declaration bit (the [textdomain] tag) 20190107 01:48:28<+wesdiscordbot> If Wesnoth uses the latter as an authoritary source of sorts as to what textdomains really exists, then I would expect their names in #textdomain to be case-sensitive in practice 20190107 01:49:11<+wesdiscordbot> well, there are 3 addons that use non-case-sensitive filenames 20190107 01:49:21<+wesdiscordbot> Trader, SXCollection, AFriendshipTested 20190107 01:49:39<+wesdiscordbot> sorry, non-case-sensitive #textdomain declarations 20190107 02:06:04< celticminstrel> Oh, so the mo files are named by the textdomain, okay. 20190107 02:06:19< celticminstrel> But in a folder named by the language. 20190107 02:08:14<+wesdiscordbot> hmmm 20190107 02:08:16<+wesdiscordbot> very interesting 20190107 02:08:36<+wesdiscordbot> if I try to place a unit on the map where my leader exists 20190107 02:08:45<+wesdiscordbot> it kills the leader after the event ends 20190107 02:14:41<+wesdiscordbot> hmm, but I guess it only happens if I debug kill them 20190107 02:21:08<+wesdiscordbot> @Yumi - Are you placing a unit through an event or through debug? 20190107 02:21:31<+wesdiscordbot> event, I figured out why it happened 20190107 02:21:43<+wesdiscordbot> it was kind of convoluted, but not a real bug 20190107 02:21:58<+wesdiscordbot> What was the issue? 20190107 02:22:06<+wesdiscordbot> so I have this event where when you kill a unit 20190107 02:22:17<+wesdiscordbot> your leader moves to that location to reanimate it into a skeleton 20190107 02:22:22<+wesdiscordbot> however, if you kill that unit using debug 20190107 02:22:30<+wesdiscordbot> what it does is it says the killer is an enemy side 20190107 02:22:37<+wesdiscordbot> so when the event moves your leader there 20190107 02:22:51<+wesdiscordbot> that hex is still flagged to be killed, and your leader will die after the event ends 20190107 02:22:56<+wesdiscordbot> Ahh 20190107 02:22:59<+wesdiscordbot> however, if you kill the enemy unit using your leader 20190107 02:23:01<+wesdiscordbot> Yes quite convoluted haha 20190107 02:23:12<+wesdiscordbot> the hex is flagged to be killed by side=1, but since your leader is on side=1 20190107 02:23:14<+wesdiscordbot> he won't die 20190107 02:23:21<+wesdiscordbot> really awk. 20190107 02:23:22<+wesdiscordbot> You should use a [have_unit] test to ensure there is still the enemy 20190107 02:23:34<+wesdiscordbot> it's only a problem with debug, nothing else 20190107 02:23:47<+wesdiscordbot> the easiest solution is to change the last breath events to die 20190107 02:24:05<+wesdiscordbot> Or with your kill flag you could use an id instead of a hex? 20190107 02:25:14<+wesdiscordbot> the flag is made by the engine, not by me 20190107 02:25:44<+wesdiscordbot> it's a bit annoying actually, no matter what you try to do in a last breath event, the unit on that hex will die after 20190107 02:26:01<+wesdiscordbot> so you have to use die 20190107 02:28:03<+wesdiscordbot> um. Couldn't you have a second last breath event 20190107 02:28:11<+wesdiscordbot> first event moves unit A away, moves unit B to where unit A was 20190107 02:28:23<+wesdiscordbot> second event filters for B and prevents it from being killed 20190107 02:28:24<+wesdiscordbot> ? 20190107 02:28:43<+wesdiscordbot> I haven't tried that, but I suspect it won't work 20190107 02:29:07<+wesdiscordbot> the last breath thing is really weird, I tried a lot of hacky solutions but couldn't get it to work 20190107 02:29:32<+wesdiscordbot> I think you can still save the unit on the hex if it takes regular damage, but if it takes damage from say [harm_unit], I think it just always dies 20190107 02:30:33<+wesdiscordbot> so, looking at the source of last_breath 20190107 02:30:46<+wesdiscordbot> "if WML invalidated the unit", it doesn't kill it and doesn't fire the die event 20190107 02:30:50<+wesdiscordbot> I don't know what that means exactly 20190107 02:31:08<+wesdiscordbot> also, another condition there is if unit A has HP>0, same, it's not killed and die doesn't fire 20190107 02:51:11<+wesdiscordbot> @josteph - About DiD basically I think voice acting would be good but I foresee that if we attach a file to a certain string then it may limit the possibilities of the voice acting 20190107 02:51:31<+wesdiscordbot> how ? 20190107 02:52:08<+wesdiscordbot> For example we dicussed in AToTB displaying multiple sound files in order to account for variables 20190107 02:52:27<+wesdiscordbot> "variables"? 20190107 02:52:32<+wesdiscordbot> translated strings don't have variables 20190107 02:52:48<+wesdiscordbot> For example $gold 20190107 02:53:05<+wesdiscordbot> Or alternatively the passwords that the Dark adept gives you in scenario 2 20190107 02:54:20<+wesdiscordbot> the passwords are really a special case 20190107 02:54:43<+wesdiscordbot> $gold shouldn't really be found in translatable strings, I don't think... 20190107 02:54:54<+wesdiscordbot> Okay thats good to know 20190107 02:54:57<+wesdiscordbot> @The_Gnat https://github.com/wesnoth/wesnoth/blob/1.14/po/wesnoth-did/wesnoth-did.pot 20190107 02:55:54<+wesdiscordbot> @The_Gnat https://forums.wesnoth.org/viewtopic.php?f=8&t=11445&p=376410&hilit=slovak+translate#p157873 20190107 02:56:49<+wesdiscordbot> Nice link very helpful! 20190107 02:58:10<+wesdiscordbot> it's a sticky in that forum 😃 20190107 03:34:14< irker018> wesnoth/wesnoth:master nemaara 0ca601c357 DiD S3: updated dialogue AppVeyor: All builds passed 20190107 04:15:45-!- gfgtdf [~Daniel@x4d0391de.dyn.telefonica.de] has joined #wesnoth-dev 20190107 04:22:36<+wesdiscordbot> [harm_unit] [filter] id=Ogre1 [/filter] [filter_second] id=Ogre2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=5 [/harm_unit] 20190107 04:22:51<+wesdiscordbot> I'm trying to get this to animate the units in question to simulate attacking 20190107 04:22:56<+wesdiscordbot> but for some reason the animations won't play 20190107 04:23:06<+wesdiscordbot> anyone spot any obvious problems? 20190107 04:24:25<+wesdiscordbot> Do you have units with both of these id's? 20190107 04:24:36<+wesdiscordbot> yes 20190107 04:24:56<+wesdiscordbot> the damage gets dealt 20190107 04:25:05<+wesdiscordbot> I have one where Ogre2 gets harmed as well 20190107 04:25:16<+wesdiscordbot> in fact the attack sound even gets played 20190107 04:25:21<+wesdiscordbot> just not the attack animation 20190107 04:26:09<+wesdiscordbot> have you tried [animate_unit] instead? 20190107 04:26:10<+wesdiscordbot> animate_unit id=Prince Haldric /filter x,y=12,28 [/facing] flag=attack [primary_attack] name=ruby of fire [/primary_attack] hits=yes [/animate_unit] 20190107 04:26:22<+wesdiscordbot> it won't do damage then 20190107 04:26:39<+wesdiscordbot> I guess I could split it into animate_unit and harm_unit, but harm_unit alone should work 20190107 04:26:39<+wesdiscordbot> (You can use ``` to format code blocks) 20190107 04:27:24<+wesdiscordbot> @Yumi - just to check that the animation is not caused by a bug 20190107 04:28:03<+wesdiscordbot> in fact 20190107 04:28:05<+wesdiscordbot> the ogre even turns 20190107 04:28:08<+wesdiscordbot> to make the attack 20190107 04:28:14<+wesdiscordbot> it just doesn't swing its arm :thonk: 20190107 04:28:26<+wesdiscordbot> Hmm.. what happens when you use the [animate_unit] ? 20190107 04:29:09<+wesdiscordbot> it'll work 20190107 04:31:15<+wesdiscordbot> or will it :thonk: 20190107 04:32:37<+wesdiscordbot> @Yumi Are you looking for something like this? https://forums.wesnoth.org/viewtopic.php?p=631543#p631543 20190107 04:33:10<+wesdiscordbot> well, so here's the thing 20190107 04:33:22<+wesdiscordbot> [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] 20190107 04:33:31<+wesdiscordbot> this fancy schmancy block of code works to animate malin just fine 20190107 04:33:59<+wesdiscordbot> [animate_unit] [filter] id=Ogre1 [/filter] [primary_attack] range=melee [/primary_attack] flag=attack [/animate_unit] 20190107 04:34:08<+wesdiscordbot> but this not so fancy block of code does not animate the ogre 20190107 04:34:30<+wesdiscordbot> could you post a complete minimal scenario 20190107 04:34:37<+wesdiscordbot> the scenario is actually done! 20190107 04:34:44<+wesdiscordbot> except for these two animations 20190107 04:34:45<+wesdiscordbot> err 20190107 04:34:50<+wesdiscordbot> ogre animations, malin's work just fine 20190107 04:35:02<+wesdiscordbot> Yeah, everything is always done except for the parts that aren't. 😃 20190107 04:35:44<+wesdiscordbot> haha 20190107 04:35:50<+wesdiscordbot> double checking for any last minute bugs 20190107 04:36:04<+wesdiscordbot> seems to be alright though 20190107 04:36:15<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/531692518736396304/03_A_Haunting_in_Winter.cfg 20190107 04:36:21<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/531692543839174656/03_A_Haunting_in_Winter.map 20190107 04:37:05<+wesdiscordbot> nice touch, describing DV's character there 20190107 04:37:11<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/531692753306779658/DiD-A_Haunting_in_Winter.gz 20190107 04:37:18<+wesdiscordbot> a save for convenience 20190107 04:38:12<+wesdiscordbot> I think you need wmllint no spellcheck on that hiss 20190107 04:39:27<+wesdiscordbot> # wmllint: no spellcheck placed after the line? 20190107 04:39:41<+wesdiscordbot> no idea 20190107 04:39:49<+wesdiscordbot> hmm 20190107 04:39:57<+wesdiscordbot> or maybe wmllint recognize something something 20190107 04:40:00<+wesdiscordbot> I've never used it before, just going to copy what I see in S11 where it's placed after the line 20190107 04:40:09<+wesdiscordbot> good 20190107 04:41:09<+wesdiscordbot> yeah I think the ogres just don't want to be animated for some reason 😂 20190107 04:41:12<+wesdiscordbot> maybe they lazy 20190107 04:43:21<+wesdiscordbot> well, easy enough 20190107 04:43:29<+wesdiscordbot> change the ogre's unit type to whatever malin's is 20190107 04:43:41<+wesdiscordbot> 😂 20190107 04:44:30<+wesdiscordbot> I wonder what happens if I change them to proper ogres 20190107 04:44:57<+wesdiscordbot> the animationworks..... 20190107 04:45:00<+wesdiscordbot> it's literally 20190107 04:45:02<+wesdiscordbot> just the young ogres 20190107 04:45:05<+wesdiscordbot> 70HP each ... 20190107 04:45:15<+wesdiscordbot> well, I guess malin would have to learn how to throw fireballs 20190107 04:45:20<+wesdiscordbot> asldkfjsafkdsjf 20190107 04:45:26<+wesdiscordbot> why does the animation work with proper ogres 20190107 04:45:28<+wesdiscordbot> and not young ogres 20190107 04:45:29<+wesdiscordbot> ~_~ 20190107 04:45:39<+wesdiscordbot> check the unit type files 20190107 04:45:55<+wesdiscordbot> or try to melee a young ogre, I suspect that won't work either 20190107 04:46:03<+wesdiscordbot> during normal gameplay, I mean 20190107 04:46:10<+wesdiscordbot> it does work 20190107 04:46:14<+wesdiscordbot> when you melee the young ogre 20190107 04:46:27<+wesdiscordbot> I'm actually 20190107 04:46:28<+wesdiscordbot> so confused 20190107 04:46:30<+wesdiscordbot> LOL 20190107 04:46:48< celticminstrel> ??? 20190107 04:47:05<+wesdiscordbot> I give up 20190107 04:47:10< celticminstrel> Hmm. 20190107 04:47:23< celticminstrel> I see you do specify range=melee... 20190107 04:48:22< celticminstrel> ... 20190107 04:48:32< celticminstrel> Just out of curiosity, what if you don't specify range=melee? 20190107 04:48:49<+wesdiscordbot> leave it blank? 20190107 04:48:57< celticminstrel> I'm just noticing the ogre's attack animation doesn't actually filter on the range at all. 20190107 04:49:04< celticminstrel> Blank, or rather, omitted. 20190107 04:49:11<+wesdiscordbot> name=cleaver also doens't work 20190107 04:49:27< celticminstrel> Like name=cleaver without range=melee still fails? 20190107 04:49:32<+wesdiscordbot> yes 20190107 04:49:38<+wesdiscordbot> omitting it also fails 20190107 04:49:39< celticminstrel> Oh, but you said the sound plays... 20190107 04:49:41<+wesdiscordbot> note that 20190107 04:49:43<+wesdiscordbot> the soundplays 20190107 04:49:47<+wesdiscordbot> but the arm doesn't swing 20190107 04:50:00<+wesdiscordbot> but it does for normal ogre? 20190107 04:50:02<+wesdiscordbot> yes 20190107 04:50:04<+wesdiscordbot> it works fine for normal ogre 20190107 04:50:06<+wesdiscordbot> HAHAHAHAHA 20190107 04:50:07<+wesdiscordbot> the unit definitions are identical 20190107 04:50:10<+wesdiscordbot> 😂 20190107 04:50:13<+wesdiscordbot> tell us 20190107 04:50:34<+wesdiscordbot> one is id=Ogre 20190107 04:50:37<+wesdiscordbot> one is id=Young Ogre 20190107 04:50:39< celticminstrel> Oh you're right. 20190107 04:50:47< celticminstrel> The animations are identical save for the images. 20190107 04:50:52<+wesdiscordbot> yes 20190107 04:51:03<+wesdiscordbot> well... 20190107 04:51:10<+wesdiscordbot> [attack_anim] [filter_attack] name=cleaver [/filter_attack] start_time=-325 [frame] image="units/ogres/ogre-attack[1~5].png:[75,100,75,175,100]" [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] 20190107 04:51:11<+wesdiscordbot> ogre 20190107 04:51:19<+wesdiscordbot> [attack_anim] [filter_attack] name=cleaver [/filter_attack] start_time=-325 [frame] image="units/ogres/young-ogre-attack[1~5].png:[75,100,75,175,100]" [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] 20190107 04:51:19<+wesdiscordbot> young ogre 20190107 04:51:24<+wesdiscordbot> yea 20190107 04:51:26<+wesdiscordbot> identical 20190107 04:51:38< celticminstrel> Yeah the only difference is the image. 20190107 04:51:40<+wesdiscordbot> 🤷 20190107 04:51:47< celticminstrel> WTH 20190107 04:51:47<+wesdiscordbot> something is amiss 20190107 04:51:49<+wesdiscordbot> LOL 20190107 04:51:52-!- gfgtdf [~Daniel@x4d0391de.dyn.telefonica.de] has quit [Quit: Leaving] 20190107 04:52:12<+wesdiscordbot> have you got it to work? 20190107 04:52:16<+wesdiscordbot> nope 20190107 04:52:22< celticminstrel> So FTR, [animate_unit] didn't work either, right? 20190107 04:52:27<+wesdiscordbot> that's correct 20190107 04:52:34< celticminstrel> Which means... 20190107 04:52:45<+wesdiscordbot> meeeeeaaaaaaaanssssssss 20190107 04:52:50< celticminstrel> Could there be something wrong in the Lua animation API... 20190107 04:53:51<+wesdiscordbot> where should I look for that 20190107 04:53:57<+wesdiscordbot> the lua API implementation 20190107 04:54:08< celticminstrel> Well, it's defined in game_lua_kernel.cpp IIRC 20190107 04:54:20<+wesdiscordbot> where's that 20190107 04:54:25<+wesdiscordbot> there was another animation bug reported recently https://github.com/wesnoth/wesnoth/issues/3831 20190107 04:54:27< celticminstrel> Though IIRC it calls into a function located somewhere else... 20190107 04:54:28<+wesdiscordbot> under src/ somewhere 20190107 04:54:38< celticminstrel> game_lua_kernel.cpp is in src/scripting 20190107 04:55:34< celticminstrel> I suppose it's also possible that there's a bug in the [animate_unit] and [harm_unit] implementations, but... given that it doesn't work with either I'd be more inclined to think the problem is deeper. 20190107 04:55:42<+wesdiscordbot> holy moly it's 4904 lines long 20190107 04:55:50< celticminstrel> Yeah it's kinda insane isn't it 20190107 04:55:57< celticminstrel> Search "animator" probably 20190107 04:57:07<+wesdiscordbot> looks like impl_run_animation 20190107 04:57:27< celticminstrel> Either that or add 20190107 04:57:40<+wesdiscordbot> int game_lua_kernel::impl_run_animation(lua_State* L) { CVideo& v = CVideo::get_singleton(); if(v.update_locked() || v.faked()) { return 0; } events::command_disabler command_disabler; unit_animator& anim = *static_cast(luaL_checkudata(L, 1, animatorKey)); play_controller_.play_slice(false); anim.start_animations(); anim.wait_for_end(); anim.set_all_standing(); 20190107 04:57:40<+wesdiscordbot> anim.clear(); return 0; } 20190107 04:57:47<+wesdiscordbot> I don't see anything strictly wrong here though 20190107 04:58:12<+wesdiscordbot> You are on 1.14.5 ? 20190107 04:58:14<+wesdiscordbot> I suppose it could be in add if it's simply not adding the animation to be run 20190107 04:58:14< celticminstrel> Hmm, yeah, I don't see anything suspicious. What about the add function? 20190107 04:58:16<+wesdiscordbot> yes 20190107 04:58:24<+wesdiscordbot> add is a huge function 20190107 04:58:25<+wesdiscordbot> but you're quoting code from 1.14 ? 20190107 04:58:27< celticminstrel> Well, I don't think it could be that it's not adding it. 20190107 04:58:36< celticminstrel> Because if that were the case, wouldn't the sound not play? 20190107 04:58:41<+wesdiscordbot> There were some fixes after 1.14.5, I think 20190107 04:58:43<+wesdiscordbot> heh? 20190107 04:58:46< celticminstrel> Unless the sound is actually some hard-coded default. 20190107 04:58:54<+wesdiscordbot> I just pulled master today 20190107 04:59:13<+wesdiscordbot> no the sound is separate from the animation 20190107 04:59:18<+wesdiscordbot> sorry, got my wires crossed 20190107 04:59:22< celticminstrel> Well, there's a sound in the animation though. 20190107 04:59:24<+wesdiscordbot> [attack_anim] [filter_attack] name=cleaver [/filter_attack] start_time=-325 [frame] image="units/ogres/young-ogre-attack[1~5].png:[75,100,75,175,100]" [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] 20190107 04:59:29< celticminstrel> Is that not the sound that's playing? 20190107 04:59:29<+wesdiscordbot> it's separate from the [frame] 20190107 04:59:37<+wesdiscordbot> the sound always plays 20190107 04:59:40<+wesdiscordbot> the [frame] doesn't work 20190107 04:59:42< celticminstrel> Sure, but it's still part of the animation. 20190107 04:59:45<+wesdiscordbot> HMMM 20190107 04:59:47<+wesdiscordbot> this is true 20190107 05:00:01<+wesdiscordbot> maybe it's a problem in the animation implementation 20190107 05:00:22<+wesdiscordbot> so I should look at start_animations() wherever that is 20190107 05:00:41< celticminstrel> That or whatever function add is calling to add it, probably. 20190107 05:00:53< celticminstrel> I guess start_animations is more likely so far, though. 20190107 05:01:12<+wesdiscordbot> now to figure out where the class definition of unit_animators is... 20190107 05:01:34<+wesdiscordbot> sorry, unit_animator 20190107 05:01:41< celticminstrel> Should be under src/units 20190107 05:02:08<+wesdiscordbot> void unit_animator::start_animations() { int begin_time = INT_MAX; for(const auto& anim : animated_units_) { if(anim.my_unit->anim_comp().get_animation()) { if(anim.animation) { begin_time = std::min(begin_time, anim.animation->get_begin_time()); } else { begin_time = std::min(begin_time, 20190107 05:02:09<+wesdiscordbot> anim.my_unit->anim_comp().get_animation()->get_begin_time()); } } } for(auto& anim : animated_units_) { if(anim.animation) { anim.my_unit->anim_comp().start_animation(begin_time, anim.animation, anim.with_bars, anim.text, anim.text_color); anim.animation = nullptr; } else { anim.my_unit->anim_comp().get_animation()->update_parameters(anim.src, 20190107 05:02:09<+wesdiscordbot> anim.src.get_direction(anim.my_unit->facing())); } } } 20190107 05:02:14<+wesdiscordbot> looks okay to me 20190107 05:02:14<+wesdiscordbot> tbh 20190107 05:02:54< celticminstrel> Yeah, if there's a problem in there, I guess it's not likely to be something obvious enough to find by code-reading... :/ 20190107 05:03:05<+wesdiscordbot> HMM :thonk: 20190107 05:05:14<+wesdiscordbot> AHA 20190107 05:05:17<+wesdiscordbot> I figured something out 20190107 05:05:21<+wesdiscordbot> it turns out 20190107 05:05:22< celticminstrel> :o 20190107 05:05:26<+wesdiscordbot> if I replace Young Ogre with Naga Fighter 20190107 05:05:30<+wesdiscordbot> the animation also won't play 20190107 05:05:33< celticminstrel> o.o 20190107 05:05:41<+wesdiscordbot> so it seems like 20190107 05:05:43<+wesdiscordbot> unit ids 20190107 05:05:46<+wesdiscordbot> with a space in between them 20190107 05:05:48<+wesdiscordbot> won't work 20190107 05:05:55< celticminstrel> . . . 20190107 05:06:03<+wesdiscordbot> so, on my system 20190107 05:06:07< celticminstrel> Seriously 20190107 05:06:10<+wesdiscordbot> during the start event, each ogre attacks the other 20190107 05:06:13<+wesdiscordbot> so if the parser isn't accounting for a space in it 20190107 05:06:17<+wesdiscordbot> does the animation play properly? 20190107 05:06:25<+wesdiscordbot> yes, each ogre plays its attack animation 20190107 05:06:30<+wesdiscordbot> then the other ogre blinks red 20190107 05:06:37<+wesdiscordbot> 🤷 okay might be just a 1.14.5 thing then 20190107 05:06:41<+wesdiscordbot> thank gawd 20190107 05:06:46<+wesdiscordbot> now I can finally update my PR 20190107 05:07:03< celticminstrel> Is that really the problem? 20190107 05:07:25<+wesdiscordbot> josteph says it works on his computer, so I'm calling it good 🤷 20190107 06:28:39< irker018> wesnoth/wesnoth:master Wedge009 719c6ab8a5 Cross-platform music track reading AppVeyor: vs2017/Release Failed 20190107 06:28:40< irker018> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/21426170 20190107 06:36:06< irker018> wesnoth/wesnoth:master josteph 49a5acee50 Liberty S6: Give the cave underground ti AppVeyor: All builds passed 20190107 06:42:31-!- celticminstrel is now known as celmin|sleep 20190107 07:27:15-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190107 08:06:23< irker018> wesnoth/wesnoth:1.14 josteph 31c3e6a872 Liberty S6: Give the cave underground ti AppVeyor: All builds passed 20190107 09:47:37< irker018> wesnoth/wesnoth:master Vlad Drozdov bbed863a62 fix the typo FITER_TEXT_BOX_HINT AppVeyor: vs2015/Release Failed 20190107 09:47:38< irker018> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/21427131 20190107 10:54:25< irker018> wesnoth/wesnoth:master nemaara 2cd6f72b80 DiD S4: updated dialogue AppVeyor: All builds passed 20190107 11:28:41< irker018> wesnoth/wesnoth:master Wedge009 719c6ab8a5 Cross-platform music track reading AppVeyor: 2/4 builds failed 20190107 11:28:42< irker018> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/21426170 20190107 11:28:43< irker018> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/21426171 20190107 12:41:24< irker018> wesnoth/wesnoth:master nemaara 8efa3cef73 DiD S3: changed scenario gameplay AppVeyor: All builds passed 20190107 12:47:33-!- celmin|sleep is now known as celmin|away 20190107 13:27:59-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190107 13:40:13-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190107 13:50:35-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190107 13:52:14-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190107 14:47:36< irker018> wesnoth/wesnoth:master Vlad Drozdov bbed863a62 fix the typo FITER_TEXT_BOX_HINT AppVeyor: 1/2 builds failed 20190107 14:47:37< irker018> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/21427131 20190107 14:58:43-!- LovCAPONE [LovCAPONE@gateway/vpn/privateinternetaccess/lovcapone] has joined #wesnoth-dev 20190107 15:14:41-!- LovCAPONE [LovCAPONE@gateway/vpn/privateinternetaccess/lovcapone] has quit [Quit: Life is like a void pointer: you never know what you're going to get...] 20190107 15:37:11<+wesdiscordbot> If I watch a replay and hit 'continue play' and take a look at the statistics, it shows me the statistics from the end of the scenario. 20190107 15:37:25<+wesdiscordbot> If I continue playing, it just adds on top. 20190107 15:38:15<+wesdiscordbot> yes, there are a few related bugs there, I think 20190107 15:38:22<+wesdiscordbot> if you load a mid-turn savegame, the mid-turn stats are zero 20190107 15:38:31<+wesdiscordbot> if you rewind a replay, it doesn't reset the stats 20190107 15:41:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] 20190107 15:57:05< irker018> wesnoth/wesnoth:master Vlad Drozdov bd747c8652 fix the typo FITER_TEXT_BOX_HINT AppVeyor: All builds passed 20190107 17:40:35< irker018> wesnoth: josteph wesnoth:master a1bbe66acb45 / src/tstring.cpp: Fix textdomain id computation when there are >=128 textdomains and char is signe https://github.com/wesnoth/wesnoth/commit/a1bbe66acb45a6cfa8cb9f1501f9f6207d1bc192 20190107 17:40:49< irker018> wesnoth: josteph wesnoth:1.14 bfb472636fe9 / src/tstring.cpp: Fix textdomain id computation when there are >=128 textdomains and char is signe https://github.com/wesnoth/wesnoth/commit/bfb472636fe9f91e48fd175657e59c6d7dc07faf 20190107 17:45:24<+wesdiscordbot> Could someone compile bfb4726 and send @Konrad2 the exe so he can confirm the bugfix? 20190107 17:46:35< Soliton> i think you should be able to get it from jenkins or appveyor. 20190107 17:47:10<+wesdiscordbot> IIRC, the release builds of Wesnoth are cross-compiled with GCC, and the DLLs shipped with them aren't ABI compatible with Visual Studio EXEs. 20190107 17:49:08<+wesdiscordbot> I didn't find a link on appveyor 20190107 17:52:54-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190107 17:55:57< loonycyborg> seems extra check for gobject somehow broke mingw builds on jenkins 20190107 17:56:43<+wesdiscordbot> @Konrad2 is that what you were seeing ? 20190107 17:56:44<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/531893959325384725/Screenshot_2019-01-07_17-56-08.png 20190107 17:57:37<+wesdiscordbot> 20190107 17:57:10 error config: Error: invalid string: The Founding of Borstep 20190107 17:58:05<+wesdiscordbot> No, but I remember having a bug like this some years ago. 😅 20190107 17:58:42<+wesdiscordbot> My campaign selection looks fine, albeit it's a bit long. 20190107 18:00:48<+wesdiscordbot> I think it's the same issue 20190107 18:01:11<+wesdiscordbot> I now have savefiles called "Defend the Forest-Auto-Save1.gz" (without AOI-) and "Auto-Save.gz" 20190107 18:02:14<+wesdiscordbot> so, the only problem here is that I get these symptoms with the unsigned char fix 20190107 18:02:33<+wesdiscordbot> and this http://sprunge.us/F6Lt0B 20190107 18:02:45<+wesdiscordbot> That's something different. 20190107 18:02:47<+wesdiscordbot> let me look at the casts again... 20190107 18:03:05<+wesdiscordbot> My savefiles were called tRoI--.gz 20190107 18:03:15<+wesdiscordbot> Basically the other way around. 20190107 18:03:34<+wesdiscordbot> both "tRoI" and "Defend the Forest" get translated, but separately 20190107 18:03:41<+wesdiscordbot> "Auto-Save" does too, I guess 20190107 18:07:03<+wesdiscordbot> Could someone double check the casts I added? 20190107 18:16:53< irker018> wesnoth: josteph wesnoth:master 520b2c9d59ce / src/tstring.cpp: fixup! Fix textdomain id computation when there are >=128 textdomains and char i https://github.com/wesnoth/wesnoth/commit/520b2c9d59ceec90dc7ec4dea109e68834a44f55 20190107 18:17:23< irker018> wesnoth: josteph wesnoth:1.14 81a9c6e803c1 / src/tstring.cpp: fixup! Fix textdomain id computation when there are >=128 textdomains and char i https://github.com/wesnoth/wesnoth/commit/81a9c6e803c11212f315dfed6452b074eceb4e08 20190107 18:50:49-!- TC01 [~quassel@venus.arosser.com] has quit [Read error: Connection reset by peer] 20190107 18:50:59-!- TC01 [~quassel@venus.arosser.com] has joined #wesnoth-dev 20190107 18:57:20-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190107 19:13:47-!- TC01 [~quassel@venus.arosser.com] has quit [Ping timeout: 240 seconds] 20190107 21:05:43< irker018> wesnoth: josteph wesnoth:master 78523be7f71a / data/themes/default.cfg: Default theme: Make alignment and abilities wider. https://github.com/wesnoth/wesnoth/commit/78523be7f71afa8a4b0aec93e30bcfa7f79eb08b 20190107 21:05:45< irker018> wesnoth: josteph wesnoth:master e9373c8a6d58 / src/reports.cpp: ThemeWML: Implement tod_stats more similarly to other reports. https://github.com/wesnoth/wesnoth/commit/e9373c8a6d583ec93596fb5723ae72bc28928a37 20190107 21:05:47< irker018> wesnoth: josteph wesnoth:master c8162964c659 / src/reports.cpp: ThemeWML: Add selected_tod_stats and selected_time_of_day reports. https://github.com/wesnoth/wesnoth/commit/c8162964c659ce4185012b494fcab4a0c6833f6c 20190107 21:05:49< irker018> wesnoth: josteph wesnoth:master f4efc7ba3f24 / src/reports.cpp: ThemeWML: Make highlighted_unit_weapons fall back to unit_weapons rather than to https://github.com/wesnoth/wesnoth/commit/f4efc7ba3f241edb861c7f9e75baed11a8013597 20190107 21:05:51< irker018> wesnoth: josteph wesnoth:master 4aebb78d7442 / src/reports.cpp: ThemeWML: Update unit_defense and selected_unit_defense https://github.com/wesnoth/wesnoth/commit/4aebb78d74425444b2ed2e25ada9e1d59cac3c45 20190107 21:05:53< irker018> wesnoth: josteph wesnoth:master c7e5ad3a8fdb / src/units/unit.cpp: Sidebar: Reformat trait tooltip https://github.com/wesnoth/wesnoth/commit/c7e5ad3a8fdb57bc3bb553a535aa8836f357669a 20190107 21:05:55< irker018> wesnoth: jostephd wesnoth:master 40fbb6dc43df / data/themes/default.cfg src/reports.cpp src/units/unit.cpp: Merge pull request #3731 from jostephd/sidebar-changes https://github.com/wesnoth/wesnoth/commit/40fbb6dc43df50d22d86ce1fac75866263457a9a 20190107 21:10:22< irker018> wesnoth: josteph wesnoth:1.14 8cbe2a28593a / data/themes/default.cfg: Default theme: Make alignment and abilities wider. https://github.com/wesnoth/wesnoth/commit/8cbe2a28593a0dd8f2477ed6f3b6b3d940ab5b02 20190107 21:10:24< irker018> wesnoth: josteph wesnoth:1.14 02a433892498 / src/units/unit.cpp: Sidebar: Reformat trait tooltip https://github.com/wesnoth/wesnoth/commit/02a4338924989c70e70af4c1206b46357d477b0b 20190107 21:36:21< Ravana> suggesting https://github.com/wesnoth/wesnoth/issues/1054 label good first issue 20190107 21:48:08< Ravana> github seems unreliable today 20190107 21:54:29< Ravana> is https://github.com/wesnoth/wesnoth/issues/1121 actually in progress? 20190107 22:04:57< Ravana> https://github.com/wesnoth/wesnoth/issues/1164 is invalid 20190107 22:07:32< Ravana> https://github.com/wesnoth/wesnoth/issues/1158 not sure if confirmed label adds any value there 20190107 22:09:37<+wesdiscordbot> There was some recent issue/commit(?) about not scrolling to invisible leaders, right? Was there also anything about not showing their unit type in the status table? 20190107 22:11:13<+wesdiscordbot> I didn't do anything about the status table 20190107 22:11:20<+wesdiscordbot> and most of those invisible units stuff was me 20190107 22:12:02<+wesdiscordbot> Ravana, I guess 1121 isn't in progress, given the dates 20190107 22:13:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20190107 22:13:28<+wesdiscordbot> Because I look at the status table and see what kind of leader that enemy unit is. ^^ 20190107 22:14:03<+wesdiscordbot> we're talking about an invisible leader, yes? not merely shrouded 20190107 22:14:44<+wesdiscordbot> Yes. 20190107 22:14:51<+wesdiscordbot> A wose in a forest. 20190107 22:15:02<+wesdiscordbot> Or a shadow at night. ^^ 20190107 22:15:13<+wesdiscordbot> Or a Fugitive in a village. 🤔 20190107 22:15:31<+wesdiscordbot> An Elvish Ranger in the forest? 20190107 22:15:41<+wesdiscordbot> point taken 20190107 22:15:49<+wesdiscordbot> A Skeleton under water! xD 20190107 22:16:06<+wesdiscordbot> so when should the leader be shown in the status table? 20190107 22:16:37<+wesdiscordbot> Either while he's visible or after you spotted him the first time. 20190107 22:16:57<+wesdiscordbot> But it should be clear enough that this side has a leader. 20190107 22:17:24<+wesdiscordbot> Maybe with that question mark in unit help for unknown units? 20190107 22:17:38<+wesdiscordbot> Ravana, closed 1164 thanks 20190107 22:18:05<+wesdiscordbot> @Konrad2 Agree on "after you've seen him at least once", I think that's more or less the current rule? 20190107 22:18:17<+wesdiscordbot> I'm not sure there should be a question mark, though 20190107 22:18:27<+wesdiscordbot> You could very well not know whether a side has a leader or not 20190107 22:24:46<+wesdiscordbot> Less is the right word, because it's true for shrouded leaders. And the question more is kinda right as well, because that's the symbol used for shrouded leaders. That would be inconsistent with the way shrouded leaders are handled. 20190107 22:26:05<+wesdiscordbot> Basically, handle invisible leaders like shrouded. Or, putting it another way, handle so far not spotted leaders the same way, at least regarding displayed sprite and name in the status table. 20190107 22:26:31<+wesdiscordbot> 👍 > Basically, handle invisible leaders like shrouded. 20190107 22:27:03<+wesdiscordbot> given that it already handles shroued leaders it's probably just an is_visible_to_team call missing ... 20190107 22:27:26<+wesdiscordbot> It would help if you could construct a test scenario that could be used to test the implementation of this feature 20190107 22:27:43<+wesdiscordbot> just something with 3 enemies, one visible, one shrouded or fogged, one invisible 20190107 22:39:33<+wesdiscordbot> @Konrad2 in AOI S4 HARD the leaders are shrouded but shown in the status table from T1 20190107 22:40:55<+wesdiscordbot> What do you mean with 'shown'? 20190107 22:41:12<+wesdiscordbot> I only see a question mark and 'unknown'. 20190107 22:41:20<+wesdiscordbot> (It's a save from 1.14 though, so...) 20190107 22:41:35<+wesdiscordbot> Ah, sorry 20190107 22:41:41<+wesdiscordbot> I had debug mode on, didn't realize it mattered 20190107 22:42:36<+wesdiscordbot> I'll try to scratch together enough WML for this test scenario. Wish me luck. 20190107 22:43:51<+wesdiscordbot> Good luck 20190107 22:48:22-!- TC01 [~quassel@venus.arosser.com] has joined #wesnoth-dev 20190107 23:06:44< irker018> wesnoth: josteph wesnoth:master d6d0fcf570f2 / src/gui/dialogs/game_stats.cpp: Game Stats: Hide leader in status table if it's unfogged but invisible. (fixes # https://github.com/wesnoth/wesnoth/commit/d6d0fcf570f23d063496a5af87a6775fdcc5cfa5 20190107 23:08:22< irker018> wesnoth: josteph wesnoth:1.14 bfbc1bcd04d5 / src/gui/dialogs/game_stats.cpp: Game Stats: Hide leader in status table if it's unfogged but invisible. (fixes # https://github.com/wesnoth/wesnoth/commit/bfbc1bcd04d5d52bd95a96dc1afb616ea1e97771 20190107 23:08:24< irker018> wesnoth: josteph wesnoth:1.14 31fa9fa33fc3 / changelog.md: Add changelog entry for #3854. https://github.com/wesnoth/wesnoth/commit/31fa9fa33fc35673f03357b93ad0b8763739f6a9 20190107 23:08:29<+wesdiscordbot> @Konrad2 ^ 20190107 23:17:33-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20190107 23:20:30< irker018> wesnoth/wesnoth:master Sean Yeh 6886142e2b Make defender's "first strike" inactive AppVeyor: All builds passed 20190107 23:23:20<+wesdiscordbot> TRoW-The Rise of Wesnoth has no Defeat condition with 'Destroy Jevyan before he kill Aethyr'. Is that a simple oversight? --- Log closed Tue Jan 08 00:00:50 2019