--- Log opened Wed Feb 20 00:00:38 2019 20190220 00:17:38<+wesdiscordbot> i am going to leave the server because i clearly cannot control myself. I would like to apologize to everyone here who thought my dream comment was disturbing, indeed i have issues (especially social) and i am probably going to undergo like therapy maybe, i dont know, because i am losing my sense of control...I do feel that my server behavior has greatly improved though, thank you all for being such great 20190220 00:17:38<+wesdiscordbot> friends!❤️😊 and sorry about the thing, it was entirely my fault and weird 20190220 00:18:08<+wesdiscordbot> i will probably come back in like 4 months give or take, depends 20190220 00:18:15<+wesdiscordbot> im sorry... 20190220 00:50:31-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190220 01:53:25-!- celmin|sleep is now known as celticminstrel 20190220 02:14:08-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Ping timeout: 255 seconds] 20190220 04:14:19<+wesdiscordbot> As a more on-topic general thing, does anyone have any ideas about what the sometimes mentioned wesnoth 2.0 will actually change? In order to merit such a step up in version number will it have some major changes? Will it be remaining free to play and contribute? 20190220 04:15:31<+wesdiscordbot> a new engine that doesn't involve wml or cpu graphics rendering 20190220 04:17:38<+wesdiscordbot> It's not going to stop being an open source project and the pc version will always be free of cost 20190220 04:18:20<+wesdiscordbot> @shadowm - That is good to hear. Another project I was involved in a while ago forked and decided they wanted to make some money 😋 20190220 04:18:53<+wesdiscordbot> @Yumi - Hmm.. that sounds interesting. Will it remain a 2d engine or are they looking at 3d? 20190220 04:19:05<+wesdiscordbot> 3d engine but 2d game as always 20190220 04:19:16<+wesdiscordbot> Yes of course 20190220 04:19:36<+wesdiscordbot> So with a 3d engine it would shift from sprites to textures and models? 20190220 04:19:41<+wesdiscordbot> No, still sprites 20190220 04:19:58<+wesdiscordbot> May I ask what engine is being considered? 20190220 04:20:09<+wesdiscordbot> A custom one built on Godot 20190220 04:20:32<+wesdiscordbot> Also as a rule of thumb it's lunacy for a project in a situation like Wesnoth's to throw away irreplaceable assets like art and music 20190220 04:20:45<+wesdiscordbot> You don't need to be concerned about our sanity 20190220 04:21:00<+wesdiscordbot> xD Good, I was considering it for a second there haha 20190220 04:21:11< celticminstrel> I mean, rewriting something from scratch is already pretty crazy tho... 20190220 04:21:15<+wesdiscordbot> An effort of that caliber would require an entire professional game studio 20190220 04:21:18<+wesdiscordbot> celticminstrel shush 20190220 04:22:13<+wesdiscordbot> Half of the dev team doesn't want to have anything to do with it but hey that's open source politics for you 20190220 04:22:29<+wesdiscordbot> This kind of stuff has been happening for longer than it looks like 20190220 04:22:40<+wesdiscordbot> So what stage are we currently as far as the progression of wesnoth 2.0? Do you have any ideas for when an alpha will be finished? 20190220 04:22:55<+wesdiscordbot> Or is it still long off 20190220 04:23:09<+wesdiscordbot> I think Vultraz would be better qualified to answer that question but last time I checked it's stalled a bit due to multiple factors (and so is Wesnoth 1.15.x) 20190220 04:23:26<+wesdiscordbot> at the very least there has to be a working prototype first 20190220 04:23:47<+wesdiscordbot> I've been saying from the beginning that people ought to look at it the same way they did with Wesnoth 0.x 20190220 04:23:48<+wesdiscordbot> and then it'll be easier to gauge whether it's a worthwhile project 20190220 04:24:04<+wesdiscordbot> So what is the vision with 2.0? Is it merely the natural next step or are there some specific goals? 20190220 04:24:21<+wesdiscordbot> I stated some above 20190220 04:24:26<+wesdiscordbot> Since Dave's prototype was published in July 2003, it took about two years to release Wesnoth version 1.0 and a lot of things changed along the way (starting with the important fact that there was no initial plan to begin with) 20190220 04:25:38<+wesdiscordbot> @Yumi - So mainly the goal is just to get it a new more modern engine? @shadowm - Yes of course things take time and can change a lot, only more amplified in open source projects like this 20190220 04:27:19<+wesdiscordbot> there are some things that are very difficult to achieve with the current engine 20190220 04:27:35<+wesdiscordbot> That is very true xD 20190220 04:27:38<+wesdiscordbot> apparently quite a few of them are UI related 20190220 04:42:39-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Ping timeout: 258 seconds] 20190220 05:15:23-!- vincent_c [~bip@vcheng.org] has joined #wesnoth 20190220 05:54:27-!- celticminstrel is now known as celmin|sleep 20190220 06:37:55-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20190220 07:16:13<+wesdiscordbot> The goal for using Godot's engine is also that then Wesnoth won't be using its own custom engine, which aside from having limitations just takes a lot of time and effort to maintain and advance. Godot supports OpenGL for example, and eventually Vulkan, and we could use their implementation rather than needing to write and support implementations of those in Wesnoth's engine. 20190220 07:16:40<+wesdiscordbot> Also along the way fixing some other design issues with how WML does things, etc. 20190220 09:16:27<+wesdiscordbot> @The_Gnat the goal right know is to build a prototype as 'proof of concept', to see whether or not godot is capable of doing what wesnoth does. As of Gameplay, we are talking about whether to use this opportunity to make game play changes or not. Stuff like Inventory Systems, true ranged attacks and stackable units on one terrain came up already. 20190220 09:19:32<+wesdiscordbot> Also, @shadowm as a matter of fact, godot has two separate 2D and 3D renderers, with the 2D part working with pixels as units. So it's not only a 3D engine. 2D games are developed in an actual 2D environment. 20190220 09:45:17-!- madmax28 [~madmax28@2001-4dd6-c363-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has joined #wesnoth 20190220 09:46:17-!- madmax28_ [~madmax28@2001-4dd4-2398-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has quit [Ping timeout: 250 seconds] 20190220 11:52:09-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has joined #wesnoth 20190220 11:57:00-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Remote host closed the connection] 20190220 11:58:15-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has joined #wesnoth 20190220 12:22:26-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Read error: Connection reset by peer] 20190220 12:35:59<+wesdiscordbot> @Bitron by true ranged attacks, you mean the ones that give u the ability to attack a unit 2+ hexes away? 20190220 12:36:11<+wesdiscordbot> Yes. 20190220 12:36:32<+wesdiscordbot> yeah, i've always thought that'd be a good idea 20190220 12:37:01<+wesdiscordbot> i saw one person who created a mod like that, but the projectiles were always off course 20190220 12:37:08<+wesdiscordbot> so it looked pretty pathetic XD 20190220 12:37:09<+wesdiscordbot> Hello hows everyone? 20190220 12:37:24<+wesdiscordbot> 😏 20190220 12:37:31<+wesdiscordbot> true ranged attacks? inventory systems? stacable units? sounds great 20190220 12:37:34<+wesdiscordbot> *stackable 20190220 12:38:00<+wesdiscordbot> true ranged attacks especially could add new opportunities for units, like catapults and stuff, would be awesome 20190220 12:38:17<+wesdiscordbot> Do the Draken eat humans and elves? If so, then steakable would totally work too. 20190220 12:38:34<+wesdiscordbot> also has anyone thought about implementing stuff like buildings? 20190220 12:38:38<+wesdiscordbot> inventory systems would help streamline the systems in RPG campaigns (from what i know only Bad Moon Rising has done a streamlined inventory system, since it uses an actual menu instead of the dialogue choice UI) 20190220 12:39:09<+wesdiscordbot> not quite sure what u mean by stackable units, but i have a long time to learn the lingo 20190220 12:39:31<+wesdiscordbot> That means that you can have multiple units on the same hex field 20190220 12:39:36<+wesdiscordbot> they, well, stack. 20190220 12:40:13<+wesdiscordbot> right, ok that was my guess, i just wanted to be sure 20190220 12:40:59<+wesdiscordbot> i also think true ranged would give the opportunity for siege-like scenarios 20190220 12:41:07<+wesdiscordbot> yeah 20190220 12:41:13<+wesdiscordbot> one campaign has actually done true ranged 20190220 12:41:25<+wesdiscordbot> i forgot the name, had Princess in the name if i recall correctly 20190220 12:41:25<+wesdiscordbot> was it clumsy and pathetic? 20190220 12:41:48<+wesdiscordbot> but theres this one unit where, you can rightclick, press an option, then select an enemy unit to use true ranged attacks 20190220 12:41:53<+wesdiscordbot> and its an artillery unit 20190220 12:42:22<+wesdiscordbot> not perfect but its not too clumsy either, could have been worse 20190220 12:42:35<+wesdiscordbot> but what do u think about buildings? 20190220 12:42:44<+wesdiscordbot> i need something for maintain normal roleplay game in wesnoth, like a map marks) 20190220 12:42:45<+wesdiscordbot> hmm, idk 20190220 12:42:51<+wesdiscordbot> that would open up worlds of different objectives 20190220 12:43:01<+wesdiscordbot> buildings that you can enter, you mean? 20190220 12:43:12<+wesdiscordbot> yeah and actually destroy 20190220 12:43:24<+wesdiscordbot> but like, parts at a time 20190220 12:43:35<+wesdiscordbot> yeah, why not, tho for houses it should be easy with artillery units 20190220 12:43:40<+wesdiscordbot> "destroy the north tower" 20190220 12:43:44<+wesdiscordbot> "south tower" 20190220 12:43:47<+wesdiscordbot> and so on 20190220 12:43:48<+wesdiscordbot> it should be castles and forts that have parts 20190220 12:43:58<+wesdiscordbot> until you get to the main castle 20190220 12:43:59<+wesdiscordbot> yeah 20190220 12:44:02<+wesdiscordbot> idk tho, i dont think the devs may want to stray too far from the main formula 20190220 12:44:15<+wesdiscordbot> so i dont think some of these features might be added 20190220 12:44:45<+wesdiscordbot> https://tenor.com/view/castle-castillo-age-of-empire-gif-7544705 20190220 12:44:52<+wesdiscordbot> i'm not sure this is the goal 20190220 12:44:55<+wesdiscordbot> XDXDXD 20190220 12:45:04<+wesdiscordbot> i had this game 20190220 12:45:16<+wesdiscordbot> i also did a long long time ago 20190220 12:45:16<+wesdiscordbot> and yea, should just be artillery units that can destroy buildings 20190220 12:45:21<+wesdiscordbot> but now i have 0AD 20190220 12:45:28<+wesdiscordbot> regular units tho could destroy smaller ones like houses, i mean, they probs could torch the plaace 20190220 12:45:29<+wesdiscordbot> *place 20190220 12:45:30<+wesdiscordbot> which is similar, but open source 20190220 12:45:35<+wesdiscordbot> 0AD? 20190220 12:45:38<+wesdiscordbot> whats it like 20190220 12:45:41<+wesdiscordbot> yeah 20190220 12:45:49<+wesdiscordbot> well, first off, it's free XD 20190220 12:46:04<+wesdiscordbot> and in some ways, i think it's even better 20190220 12:46:21<+wesdiscordbot> if i can, i'll show you a few snapshots later 20190220 12:46:36<+wesdiscordbot> im watching a vid 20190220 12:46:55<+wesdiscordbot> it seems pretty promising so far, definetly feels like an Age of Empires style game, but with better graphics 20190220 12:49:15-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190220 12:51:53<+wesdiscordbot> I don't think we'll stray far from the original. Not necessarly because we don't want to, but because of the resources we have. Especially in the art department, we mostly gotta work with what we have. So it won't look much different. What we hope for mainly is better performance due to utilization of the gpu as well as some other features we can use in addition thanks to the godot engine. Like particles, as an example. Or 20190220 12:51:53<+wesdiscordbot> other small improvements. Like not stopping frame animations of terrain when sowing a dialoque message in a campaign. It's a small thing, but I think it would make it feel much better. 20190220 12:56:28<+wesdiscordbot> ok 20190220 12:56:41<+wesdiscordbot> sorry, my mind ran away from me for a sec 20190220 12:56:43<+wesdiscordbot> it happens 20190220 12:58:55<+wesdiscordbot> yeeah, it does. :grid: 20190220 13:00:43<+wesdiscordbot> Also internal changes, of course. Like dropping ActionWML and use lua instead. We hope to improve the entire mod creation side. 20190220 13:09:47-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Remote host closed the connection] 20190220 13:18:26-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190220 13:27:46<+wesdiscordbot> How units with sprites bigger than currently maximal will be handled? 20190220 13:28:11<+wesdiscordbot> https://tenor.com/view/spiderman-marvel-super-hero-funny-gif-13089888 20190220 13:28:36<+wesdiscordbot> my dragons always end up in other hexes 20190220 13:29:06<+wesdiscordbot> like's it's tail is doomed to forever wack somebody in the face 20190220 13:31:26<+wesdiscordbot> We would love to make new terrain with higher resolution. If that's happening. We get bigger terrains, but the units stay the size they are, resulting in more space for oversized units. 20190220 13:40:46-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has joined #wesnoth 20190220 14:40:54-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Ping timeout: 250 seconds] 20190220 16:20:20<+wesdiscordbot> If people want to use overlarge sprites and shoot themselves in the foot that's their problem 20190220 16:20:34<+wesdiscordbot> (Saying this as one of the people who do that) 20190220 16:28:25-!- Tobbi [~Tobbi@supertux/tobbi] has quit [Quit: Leaving] 20190220 16:51:50-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Remote host closed the connection] 20190220 17:27:22<+wesdiscordbot> I'm assuming that making a unit take up to spaces would be incredibly difficult right? 20190220 17:27:46<+wesdiscordbot> I say assume cause I know nothing about coding, but do know that it'd probably have been done if it was easy 20190220 17:28:43<+wesdiscordbot> It's not impossible for stationary units, but for mobile units it'd be a bit of a mess 20190220 17:28:52<+wesdiscordbot> (With the current engine) 20190220 17:56:15<+wesdiscordbot> What happened to units.wesnoth.org? Link for example: https://units.wesnoth.org/1.14/Era_of_Magic/en_US/era_magic.html 20190220 17:58:04<+wesdiscordbot> oof 20190220 17:58:36<+wesdiscordbot> units.wesnoth.org was a mistake 20190220 18:02:14-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has joined #wesnoth 20190220 18:18:49<+wesdiscordbot> yeah everything is gone 20190220 18:18:53<+wesdiscordbot> minus one or two eras 20190220 18:18:57<+wesdiscordbot> and To Lands Unknown for campaigns 20190220 18:33:17-!- Tobbi [~Tobbi@supertux/tobbi] has joined #wesnoth 20190220 18:38:02< Ravana> it should not update addons that have last update older than last wmlunits time 20190220 19:28:15-!- madmax28 [~madmax28@2001-4dd6-c363-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has quit [Ping timeout: 250 seconds] 20190220 19:32:54-!- madmax28 [~madmax28@xdsl-78-35-242-116.nc.de] has joined #wesnoth 20190220 21:26:20-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Remote host closed the connection] 20190220 21:37:33<+wesdiscordbot> Someone uploaded a 'LOTR Era', there are copyright problems with that, right? https://forums.wesnoth.org/viewtopic.php?t=49377 20190220 21:47:05< Ravana> most likely yes 20190220 21:48:10< Ravana> though what is uploaded (those 2 images) do not look like something copyrighted 20190220 21:51:07-!- wesdiscordbot [~wesdiscor@wesnoth/bot/discord-bridge] has quit [Remote host closed the connection] 20190220 22:11:06-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has joined #wesnoth 20190220 22:47:08-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20190220 22:53:05-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190220 23:38:29-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Remote host closed the connection] --- Log closed Thu Feb 21 00:00:27 2019