--- Log opened Mon Jan 14 00:00:40 2019 20190114 00:22:02< irker762> wesnoth/wesnoth:master nemaara c33bbf7d6c DiD S2: updated dialogue AppVeyor: All builds passed 20190114 01:15:05-!- gfgtdf [~Daniel@x4d083fef.dyn.telefonica.de] has joined #wesnoth-dev 20190114 01:17:25< gfgtdf> loonycyborg: the last post here https://forums.wesnoth.org/viewtopic.php?f=4&p=637492#p637492 claims that steam version runs slower than the nonsteam version. Do you know of any differences between those versions (in particular in the build process) that might cause this? 20190114 01:19:47-!- gfgtdf [~Daniel@x4d083fef.dyn.telefonica.de] has quit [Client Quit] 20190114 01:26:46< irker762> wesnoth/wesnoth:master nemaara 3fde110a8f DiD S2: updated dialogue AppVeyor: All builds passed 20190114 01:52:13< irker762> wesnoth: Severin Glöckner wesnoth:1.14 8b297cbe1805 / po/ (wesnoth-ei/de.po wesnoth-trow/de.po): German Translation: fixing mistakes https://github.com/wesnoth/wesnoth/commit/8b297cbe1805187965dc75cfa0ccf2c997c64481 20190114 02:04:31< celticminstrel> @Yumi - It was "Anyone who can manage", so that was correct. You removed the "can" but that makes it wrong, you also need to remove the S. 20190114 02:10:48<+wesdiscordbot> what are you even saying? o_o 20190114 02:11:12< celticminstrel> Same thing I was talking about last time, but it's possible I misunderstood your response. 20190114 02:11:14<+wesdiscordbot> Any who can manage to win themselves a mount have a much safer role in combat. 20190114 02:11:19<+wesdiscordbot> stevecotton's 20190114 02:11:22<+wesdiscordbot> basically same as original 20190114 02:11:28<+wesdiscordbot> Any who manage to tame themselves a mount have a much safer role in combat. 20190114 02:11:29<+wesdiscordbot> mine 20190114 02:11:55<+wesdiscordbot> both look fine to me, I just removed the can 20190114 02:11:57< celticminstrel> Oh right, add an S not remove it. 20190114 02:12:04<+wesdiscordbot> and change win to tame 20190114 02:12:07<+wesdiscordbot> add an s where 20190114 02:12:08< celticminstrel> "who" is 3rd person so you need an S on the verb. 20190114 02:12:15< celticminstrel> "Any who manages" 20190114 02:12:25<+wesdiscordbot> "any" is used as a plural here 20190114 02:12:33< celticminstrel> Hmmm... 20190114 02:12:41<+wesdiscordbot> themselves is plural 20190114 02:12:43<+wesdiscordbot> so the verb has to be plural 20190114 02:12:45< celticminstrel> I suppose that can be a valid interpretation... 20190114 02:13:05< celticminstrel> Let me look at it again. 20190114 02:13:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190114 02:14:17< celticminstrel> I can't find it now... :/ 20190114 02:15:53<+wesdiscordbot> find what? 😮 20190114 02:15:58< celticminstrel> The issue 20190114 02:16:14< celticminstrel> Oh 3861 20190114 02:17:10< celticminstrel> Hmm. 20190114 02:17:48< celticminstrel> I guess it's fine after all? 20190114 02:18:19<+wesdiscordbot> I think it should be 20190114 02:24:58<+wesdiscordbot> Picture of the day. Maths. 20190114 02:24:58<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/534196194080194560/upload.png 20190114 02:26:34< celticminstrel> I guess that means incorrect formatting flags. 20190114 02:27:16< celticminstrel> That's 1000 KiB. 20190114 02:31:13<+wesdiscordbot> I though first it may be the same reason as the new issue from … I think it's Dugis github account? But don't see anythin in common now 20190114 03:10:22< irker762> wesnoth/wesnoth:master beetlenaut 87651aa817 SotA: Add ability to recruit a variety o AppVeyor: All builds passed 20190114 03:18:39< loonycyborg> gfgtdf: gcc versions used are different, also steam version is built with cross-compiler on ubuntu 20190114 03:18:56< loonycyborg> but steam overlay and things like that can also play a role 20190114 03:19:36< loonycyborg> or it could be sound libs 20190114 04:13:35-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20190114 04:41:04< irker762> wesnoth/wesnoth:master nemaara ba4913d028 DiD S7: added dialogue AppVeyor: All builds passed 20190114 04:41:05<+wesdiscordbot> am I doing something wrong or is WFL broken? 20190114 04:41:17<+wesdiscordbot> [set_variable] name=spawn1 value=$(7 + ($S7_turns)) [/set_variable] 20190114 04:41:52<+wesdiscordbot> this block of code sets the variable spawn1 to NULL or something, it gets no value when it's executed 20190114 04:41:58<+wesdiscordbot> but S7_turns shows up with value 8 20190114 04:42:24< celticminstrel> + is a special character in WML syntax 20190114 04:42:30< celticminstrel> Try quoting your formula 20190114 04:42:57< celticminstrel> Hmm... 20190114 04:43:31<+wesdiscordbot> ah tha tdid it 20190114 04:43:32< celticminstrel> Assuming that's the only issue and $S7_turns is 8, spawn1 should've been set to 78 20190114 04:43:35<+wesdiscordbot> 👏 20190114 04:43:43< celticminstrel> Oh, glad I could help then. 20190114 04:44:11<+wesdiscordbot> tyty 20190114 04:44:30< celticminstrel> Don't need to say it twice ;p 20190114 04:44:43<+wesdiscordbot> I'LL THANK YOU AS MUCH AS I LIKE hehe 20190114 04:45:06<+wesdiscordbot> besides, you canadians are famous for politeness 20190114 04:45:13<+wesdiscordbot> :p 20190114 04:45:49< celticminstrel> I suppose this is a thing yers 20190114 04:45:52< celticminstrel> ^yes 20190114 05:08:54-!- celticminstrel is now known as celmin|sleep 20190114 05:33:58-!- APic [apic@apic.name] has quit [Ping timeout: 250 seconds] 20190114 05:39:35-!- APic [apic@apic.name] has joined #wesnoth-dev 20190114 06:46:51< irker762> wesnoth/wesnoth:master gfgtdf 7ea1377945 fix modify_unit optimisation for recall AppVeyor: All builds passed 20190114 06:56:05-!- vn971 [~vasilii@2a02:a210:2203:c000:7f64:7780:4177:6131] has left #wesnoth-dev ["Leaving."] 20190114 07:06:48-!- valdar [~atarocch@93.56.172.28] has quit [Ping timeout: 268 seconds] 20190114 07:18:19-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190114 08:41:13-!- valdar [atarocch@nat/redhat/x-vwcebtysptjinwuy] has joined #wesnoth-dev 20190114 08:52:51< irker762> wesnoth/wesnoth:master nemaara 7dbb8a5249 DiD S3: tweaked spawns AppVeyor: All builds passed 20190114 11:15:27-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20190114 11:30:56-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190114 12:02:41-!- irker762 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190114 12:05:27-!- irker844 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190114 12:05:27< irker844> wesnoth/wesnoth:master nemaara e128ae290e DiD S8: updated map AppVeyor: All builds passed 20190114 12:31:26<+wesdiscordbot> every message on the commits mailing list has a footer saying the service is deprecated 20190114 12:50:44-!- valdar [atarocch@nat/redhat/x-vwcebtysptjinwuy] has quit [Ping timeout: 258 seconds] 20190114 13:05:21-!- valdar [atarocch@nat/redhat/x-unawmwmuqcioolsl] has joined #wesnoth-dev 20190114 13:43:11-!- celmin|sleep is now known as celmin|away 20190114 13:47:20< irker844> wesnoth/wesnoth:master nemaara 82061af926 DiD S8: updated gameplay and dialogue AppVeyor: All builds passed 20190114 15:21:24-!- LovCAPONE [LovCAPONE@gateway/vpn/privateinternetaccess/lovcapone] has joined #wesnoth-dev 20190114 15:24:04-!- valdar [atarocch@nat/redhat/x-unawmwmuqcioolsl] has quit [Ping timeout: 258 seconds] 20190114 15:49:05<+wesdiscordbot> where can i make suggestions for units? 20190114 15:56:29< Soliton> multiplayer development forum 20190114 16:14:59< irker844> wesnoth: beetlenaut wesnoth:1.14 798ed62d247b / data/campaigns/Secrets_of_the_Ancients/maps/19_Lava_and_Stone.map: SotA S19: Add lava near start to improve look https://github.com/wesnoth/wesnoth/commit/798ed62d247bd1ed26059a0ff354f92ee359f9e6 20190114 16:15:01< irker844> wesnoth: beetlenaut wesnoth:1.14 13cebb2b1042 / data/campaigns/Secrets_of_the_Ancients/scenarios/11_Battleground.cfg: SotA S11: Move ghost recruitment from start to victory event https://github.com/wesnoth/wesnoth/commit/13cebb2b1042d254941bfa75259c46f1272d8400 20190114 16:15:03< irker844> wesnoth: beetlenaut wesnoth:1.14 eb276843e4e2 / data/campaigns/Secrets_of_the_Ancients/ (maps/01_Slipping_Away.map scenarios/01_Slipping_Away.cfg): SotA S01: Better implementation of fences blocking the wild animals https://github.com/wesnoth/wesnoth/commit/eb276843e4e261e090953f47dd5b8bbc880c8d6d 20190114 16:15:05< irker844> wesnoth: beetlenaut wesnoth:1.14 d33d995a04b4 / data/campaigns/Secrets_of_the_Ancients/scenarios/01_Slipping_Away.cfg: SotA S01: Dialog and display adjustments https://github.com/wesnoth/wesnoth/commit/d33d995a04b4b03c82ea4b360348249d435577e0 20190114 16:15:07< irker844> wesnoth: beetlenaut wesnoth:1.14 bc715e35c7a1 / data/campaigns/Secrets_of_the_Ancients/scenarios/11_Battleground.cfg: SotA S11: Dialog adjustments https://github.com/wesnoth/wesnoth/commit/bc715e35c7a1e856a30681676bf34f6d56e0b525 20190114 16:15:09< irker844> wesnoth: beetlenaut wesnoth:1.14 023d3b05c3b0 / data/campaigns/Secrets_of_the_Ancients/utils/sota-utils.cfg: SotA: Give newly made liches the additional move point when appropriate https://github.com/wesnoth/wesnoth/commit/023d3b05c3b0a2749f41466aabfc2c6604baa613 20190114 16:15:11< irker844> wesnoth: beetlenaut wesnoth:1.14 fa02219f1071 / data/campaigns/Secrets_of_the_Ancients/scenarios/10_Merfolk_Revenge.cfg: SotA S10: Improve and simplify animation for finding bird bones https://github.com/wesnoth/wesnoth/commit/fa02219f1071f5d8d4c107db33c75bb13589fa68 20190114 16:15:13< irker844> wesnoth: sigurdfdragon wesnoth:1.14 103b24715e28 / data/campaigns/Secrets_of_the_Ancients/scenarios/ (12_Walking_Trees.cfg 21_Against_the_World.cfg): SotA S21: Have elf from S12 lead the elven forces https://github.com/wesnoth/wesnoth/commit/103b24715e282b91e2a7dba10b4b81ec7bb4a957 20190114 16:15:15< irker844> wesnoth: sigurdfdragon wesnoth:1.14 c7b22fc03970 / data/campaigns/Secrets_of_the_Ancients/scenarios/05_Blackwater.cfg: SotA S05: Add dialog for Ardonna attempting to silence the captain https://github.com/wesnoth/wesnoth/commit/c7b22fc039709fc37707b7a8652e8745a5eb61a7 20190114 16:15:17< irker844> wesnoth: sigurdfdragon wesnoth:1.14 127b1b405fa9 / data/campaigns/Secrets_of_the_Ancients/scenarios/21_Against_the_World.cfg: SotA S21: Add some missing items https://github.com/wesnoth/wesnoth/commit/127b1b405fa9a1ab7d32bb6cb3da8b8ed5c38b06 20190114 16:15:19< irker844> wesnoth: sigurdfdragon wesnoth:1.14 10a8015478fa / data/campaigns/Secrets_of_the_Ancients/units/ (Necro_Dark_Sorcerer.cfg Necromancer.cfg): SotA: Use proper animation for dark mages in chocobone animation sequence https://github.com/wesnoth/wesnoth/commit/10a8015478faafdc2550531b9f4134b0d3492975 20190114 16:15:21< irker844> wesnoth: beetlenaut wesnoth:1.14 3a9f8153bacd / data/campaigns/Secrets_of_the_Ancients/ (3 files in 3 dirs): SotA S02: Limit player to only corpses in graveyard & one bat https://github.com/wesnoth/wesnoth/commit/3a9f8153bacda22574a3ea4edd514ff97c97d040 20190114 16:15:38<+wesdiscordbot> :thonk: 20190114 16:16:01<+wesdiscordbot> zookeeper: it says you made a comment on the latest DiD S8 commit I made, but I can't seem to find it on github 20190114 16:19:26<+wesdiscordbot> @Vultraz That's all the string changes from me ^ 20190114 16:31:11< zookeeper> @Yumi https://github.com/wesnoth/wesnoth/commit/f2ae68058b8eea9f953d702b397c4fb0e83803a2#r31926765 20190114 16:31:34< zookeeper> i had trouble finding it myself, maybe because i commented after following a github email link to a specific commit, instead of in the PR itself? 20190114 16:34:42< zookeeper> anyway, point being that sequential picks allow you to ensure a stable distribution of different unit types, whereas if you rely on the RNG then... well, you rely on the RNG. 20190114 16:35:13<+wesdiscordbot> yeah I understood 20190114 16:35:34<+wesdiscordbot> I need to playtest to check if it's okay 20190114 16:36:03< zookeeper> i haven't exactly done the math to figure out what the probabilities of getting some unusual permutation of unit types is, though. maybe it's absurdly low, maybe not. 20190114 16:36:32<+wesdiscordbot> I did a quick test when all enemy units were level 2 20190114 16:36:43<+wesdiscordbot> (minus spawns) 20190114 16:36:55<+wesdiscordbot> and it was hard, but doable 20190114 16:37:26<+wesdiscordbot> however I changes the ToD since then so might be too hard, i have to check again 20190114 16:37:49<+wesdiscordbot> changed* 20190114 17:15:26< zookeeper> @Yumi how does that S7_turns stuff work? spawns every 7 turns on easy, every 6 turns on normal..? 20190114 17:19:56< zookeeper> i mean you have 4 different events for the spawns that look mostly identical, 3 different variables one of which gets initialized by a min() comparison with itself. 20190114 17:21:48< zookeeper> not to mention that if i'm reading it right, if the RNG simply gives you 0's then you never even get any spawns beyond the first one 20190114 17:22:41< zookeeper> (well, the magic random number seem to vary in each event) 20190114 17:24:21< zookeeper> oh, right, those events fire on each turn between the "spawn" turns, and only spawn max 1 unit each, so you're incredibly likely to get at least some spawns. but why is it so random? 20190114 17:25:48< zookeeper> would make more sense to just steadily spawn 1 unit per turn, or 2 units every other turn, or randomly delay the spawn for X turns and then spawn X units at once, or something. 20190114 17:27:57<+wesdiscordbot> so the S7_turns depends on how well you did in the previous scenario 20190114 17:28:09<+wesdiscordbot> you can delay spawns up to a cap (I think its 7 6 5 for easy normal hard) 20190114 17:28:39<+wesdiscordbot> then, every turn thereafter, the code generates a random number, if that number is larger than a certain value, it will spawn some guards 20190114 17:28:55<+wesdiscordbot> for the "first tier" difficulty spawns, I think it averages out to 1 in 4 turns it'll spawn aguard 20190114 17:29:06<+wesdiscordbot> then, 7, 6, or 5 turns after that, the spawn rate doubles 20190114 17:29:19< zookeeper> oh, right, i didn't check the previous scenario for that variable. 20190114 17:29:25<+wesdiscordbot> and then 14, 12, or 10 turns after the first spawn, the spawn rate doubles again 20190114 17:29:45<+wesdiscordbot> although that's mostly a gimmick to prepare for the time over event, when the guards surround you and you lose 20190114 17:29:55<+wesdiscordbot> since by that time, you're probably near the exit 20190114 17:29:56< zookeeper> it doubles by having more of the spawn events fire on the same turn? 20190114 17:30:01<+wesdiscordbot> yes 20190114 17:30:21<+wesdiscordbot> the spawns actually aren't terribly threatening, but they keep you on your toes 20190114 17:31:08<+wesdiscordbot> btw, after another quick test, I think I"m going to revert the placement to deterministic, and spawns will be random types 20190114 17:34:45< zookeeper> well, i do feel like pointing out that you could easily just use a single event. if you want to start spawning units on turn $foo and then increase the number of units spawned every 7/6/5 turns, it should be... relatively simple to write 20190114 17:38:43< zookeeper> if you want, i can see what i can come up with 20190114 17:39:07<+wesdiscordbot> yes, I could, but I suppose it would involve more [if] statements 20190114 17:39:37<+wesdiscordbot> well anyway if you want to fix up my code, I'll be happy to put it in the PR 20190114 17:52:58< zookeeper> i can't seem to read this code any other way than "the faster you finish S7, the sooner the spawns start in S8" 20190114 17:55:22<+wesdiscordbot> 22-$turn_number -> if turn number is smaller, this is larger 20190114 17:55:46<+wesdiscordbot> so in S8, turn_number must be a larger value for spawns to begin 20190114 17:58:13< zookeeper> oh there it is. i could swear that a moment ago i saw code setting S7_turns to $turn_number in a victory event, somewhere. 20190114 18:00:31<+wesdiscordbot> I did that previously, but shouldn't be like that in the latest commit 20190114 18:17:53< zookeeper> @Yumi completely untested and would need maybe that extra [if] to allow for mages at latter stages, but i don't think it needs to be much more complex or verbose than this: https://gist.github.com/ln-zookeeper/918fe572d9a8e32872a76eecfe01ae4a 20190114 18:19:04< zookeeper> (and of course it always spawns a unit on each turn after turn $spawn_delay, no randomization there) 20190114 18:23:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 18:24:20< irker844> wesnoth/wesnoth:master beetlenaut 5f7f898ff9 SotA: Add ability to recruit a variety o AppVeyor: vs2017/Release Failed 20190114 18:24:21< irker844> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/21607430 20190114 19:30:19< irker844> wesnoth: Severin Glöckner wesnoth:1.14 281cad34f4b0 / changelog.md: Changelog: document new scons option https://github.com/wesnoth/wesnoth/commit/281cad34f4b081dc21926baf604584b68cbf168a 20190114 19:47:47<+wesdiscordbot> okay, I'll test it later 20190114 20:02:53<+wesdiscordbot> one guard per turn ends up being a lot, that's why I randomized it 20190114 20:03:00<+wesdiscordbot> so on average you get less than one per turn 20190114 20:29:18-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20190114 20:34:29<+wesdiscordbot> Maybe you could do two of those, one spawns every 2 turns the other one every 3? (Using multiple events you could adjust the average number of spawns per turn in a lot of ways.) 20190114 20:36:30<+wesdiscordbot> I guess random spawns are more a feature for my campaign, maybe not fitting for mainline 20190114 20:40:55< zookeeper> randomizing the order/timing of stuff that happens is great, randomizing how much stuff happens overall is much more dubious from a balance/fairness standpoint. 20190114 20:42:27< zookeeper> it is easy to only do the former, so i've tried to favor that whenever possible 20190114 20:43:20<+wesdiscordbot> yah, I do it for my campaign, but probably doesn't fit here 20190114 20:43:30<+wesdiscordbot> I'm going to see about doing a spawn every 3 turns or so then 20190114 20:55:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190114 20:56:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 20:56:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190114 20:56:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 21:04:48-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 21:06:22-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190114 21:07:35-!- Porusaka [jn2RsLgImV@donger/wielder/Polsaker] has joined #wesnoth-dev 20190114 21:07:39-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 21:07:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 252 seconds] 20190114 21:08:18<+wesdiscordbot> I got a core dump in the lobby 20190114 21:08:30<+wesdiscordbot> unfortunately without debug symbols 20190114 21:08:31<+wesdiscordbot> https://bpaste.net/show/6d08536c9d8a 20190114 21:08:52-!- stikonas_ is now known as stikonas 20190114 21:09:19<+wesdiscordbot> Downloaded To the Land Unknow. Wow, it's pretty nice 😮 20190114 21:11:45-!- Polsaker [7KWvbCVMT4@donger/wielder/Polsaker] has quit [Ping timeout: 268 seconds] 20190114 21:16:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190114 21:17:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190114 21:43:49<+wesdiscordbot> Hahah 20190114 21:43:49<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/534487828307116042/unknown.png 20190114 21:59:27-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20190114 22:10:01<+wesdiscordbot> 👀 20190114 22:15:36-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20190114 22:24:12< irker844> wesnoth/wesnoth:master beetlenaut 5f7f898ff9 SotA: Add ability to recruit a variety o AppVeyor: 1/4 builds failed 20190114 22:24:13< irker844> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/21607430 20190114 23:06:50<+wesdiscordbot> MFW your home internet decides to crap out the day you return from a long trip 😐 20190114 23:07:48<+wesdiscordbot> (sunday) 20190114 23:07:53<+wesdiscordbot> tuesday now, am at work 20190114 23:24:45< stikonas> btw, is SDL_RENDER_DRIVER=opengles2 wesnoth supposed to work? 20190114 23:29:48-!- Ravana [~Ravana@wesnoth/mp-mod/ravana] has quit [Read error: No route to host] 20190114 23:31:42<+wesdiscordbot> I don't think it will make any difference 20190114 23:31:56<+wesdiscordbot> at least it shouldn't 20190114 23:35:19<+wesdiscordbot> not really 20190114 23:35:34<+wesdiscordbot> not anymore 20190114 23:42:01-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] --- Log closed Tue Jan 15 00:00:41 2019