--- Log opened Mon Apr 01 00:00:38 2019 20190401 01:35:23<+wesdiscordbot> Hey guys 20190401 01:35:49<+wesdiscordbot> Is it okay if I drop my Twitch here? I'm trying Wesnoth for the first time totally blind 20190401 01:36:05<+wesdiscordbot> Streaming now, actually, about to get started 20190401 01:36:18<+wesdiscordbot> go ahead 20190401 01:36:20<+wesdiscordbot> thanks 20190401 01:36:21<+wesdiscordbot> https://twitch.tv/malcolmrosegaming 20190401 01:36:58<+wesdiscordbot> what do you intend to play? 20190401 01:37:45<+wesdiscordbot> campaign I guess? check it out 20190401 02:37:22<+wesdiscordbot> Oh that's cool! always great to see people making videos/streaming wesnoth :sof: 20190401 02:38:49<+wesdiscordbot> Though it seems the vast majority of videos o f people playing wesnoth are of Heir to the Throne or Tale of Two Brothers, it would be cool if someone did other campaigns 20190401 02:54:36<+wesdiscordbot> I just revised TSG and DiD, so you could try those 20190401 02:54:45<+wesdiscordbot> Liberty's pretty cool too 20190401 02:55:27<+wesdiscordbot> a lot of the "expert" level campaigns are fun as well, but might be pretty hard if you're completely new 20190401 02:56:07<+wesdiscordbot> err, TSG = The South Guard, DiD = Descent into Darkness 20190401 03:26:24<+wesdiscordbot> I did the brothers because it was the easiest one 20190401 03:26:29<+wesdiscordbot> but I will do others later when I stream again 20190401 03:26:36<+wesdiscordbot> it was a blind run and I was figuring things out as I went but it seems like a very fun game 20190401 03:28:34<+wesdiscordbot> DID looks like it has a neat story, I'll probably do that next 20190401 03:28:35<+wesdiscordbot> ah yes I meant people in general not you 😃 I watched you play the third scenario, you are a very good player for someone who is new to the game! 20190401 03:28:48<+wesdiscordbot> haha thanks inky 20190401 03:29:11<+wesdiscordbot> I'm very experienced with this type of game is all 20190401 03:29:55<+wesdiscordbot> and I've noticed people on my youtube tend to like it when I do "blind runs" of stuff 20190401 03:30:02<+wesdiscordbot> I guess it's fun to watch people figure things out 20190401 03:36:16<+wesdiscordbot> the revised version of DiD is coming out in 1.14.7, which is probably going to be in a couple weeks if you want ot wait for that 20190401 03:37:05<+wesdiscordbot> the rise of wesnoth and under the burning suns are really cool too, but like I said, might be a bit hard for a newer player :p 20190401 04:17:32<+wesdiscordbot> can someone explain why some of my units just move automatically sometimes? 20190401 04:18:07<+wesdiscordbot> If you try to move an unit more than it can move in a single turn, it's automatically scheduled to continue moving in later turns. 20190401 04:18:22<+wesdiscordbot> oh wow 20190401 04:18:30<+wesdiscordbot> that makes sense but I didn't realize what was going on 20190401 04:19:15<+wesdiscordbot> I feel like the UI could make this more obvious somehow 20190401 04:59:21-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20190401 05:43:33-!- madmax28_ [~madmax28@2001-4dd3-90c4-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has joined #wesnoth 20190401 05:45:42-!- madmax28 [~madmax28@xdsl-89-0-221-59.nc.de] has quit [Ping timeout: 250 seconds] 20190401 06:13:48-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20190401 06:30:38-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190401 07:29:12-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20190401 08:31:41<+wesdiscordbot> Well...there is that dotted red line showing where you will move while you have the unit selected and also that (red?) number below the hex you choose to go to, telling you how many turns that unit needs to arrive there. 😅 20190401 09:18:11<+wesdiscordbot> i have a weird question, me and my friends are planning a LAN party in the near future and are making like a table of games to play as well as basic info on the games such as genre, max server count, accessibility etc. I'd like to ask how long, on average does a multiplayer game of Wesnoth last, considering there are 6-8 players in the match? I know there are different map sizes and that it also depends on player skill, but 20190401 09:18:11<+wesdiscordbot> i need a basic estimate. 20190401 10:11:14< Soliton> i'd say 3-4 hours at least. very much depends on the map and how far out you'll play or if one side will give up. 20190401 10:12:38< Soliton> there's silly royal rumble style maps that you can play in under an hour. 20190401 11:08:20-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Ping timeout: 258 seconds] 20190401 11:44:48-!- wesdiscordbot [~wesdiscor@wesnoth/bot/discord-bridge] has quit [Read error: Connection reset by peer] 20190401 11:44:49-!- wesdiscordbot2 [~wesdiscor@wesnoth/bot/discord-bridge] has joined #wesnoth 20190401 11:44:53-!- mode/#wesnoth [+v wesdiscordbot2] by ChanServ 20190401 11:45:43-!- wesdiscordbot2 is now known as wesdiscordbot 20190401 11:50:08-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has joined #wesnoth 20190401 12:22:15-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20190401 12:47:18-!- celticminstrel is now known as celmin|away 20190401 13:56:50<+wesdiscordbot> 6-8 is a looooot of players 20190401 13:57:10<+wesdiscordbot> might be better off splitting into 2 groups 20190401 14:19:01-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20190401 14:24:24-!- psymin [~psymin@69.146.8.222] has joined #wesnoth 20190401 14:27:17-!- mthe878 [~mthe@unaffiliated/mthe] has joined #wesnoth 20190401 15:47:00-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Read error: Connection reset by peer] 20190401 16:47:07-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has joined #wesnoth 20190401 17:25:16-!- mthe878 [~mthe@unaffiliated/mthe] has quit [Ping timeout: 244 seconds] 20190401 19:00:34<+wesdiscordbot> Yeah @Konrad2 but I think it would be more obvious if it, I don't know, recolored the background of the hex itself 20190401 19:00:38<+wesdiscordbot> to maybe red 20190401 19:33:10-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Ping timeout: 255 seconds] 20190401 19:50:41-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20190401 19:54:58<+wesdiscordbot> @Rose For the record, that UI is explained in the tutorial second scenario and in the help under the "Gameplay" section. 20190401 19:56:22<+wesdiscordbot> @Rose It already recolors the background of the hex. Click and unit and see, the hexes you can't reach this turn are dimmed 20190401 20:07:37<+wesdiscordbot> Oh I'm sure the tutorial explains everything, but imo it's best when a game can sort of explain itself through gameplay 20190401 20:07:40<+wesdiscordbot> that's not what I meant though 20190401 20:07:54<+wesdiscordbot> the dimmed background is good - I'm talking about some ui indicator that your guys are going to keep moving the next turn 20190401 20:08:24<+wesdiscordbot> I realize there is something like that already (the number in the hex square) but it's not immediately obvious that this means you're going to keep moving the next turn 20190401 20:08:57<+wesdiscordbot> in fact I'm sort of curious why that feature exists at all, why would you ever want to queue up moves which will occur without you knowing what your enemy has done on their turn? 20190401 20:09:18<+wesdiscordbot> less micro each turn 20190401 20:09:41<+wesdiscordbot> especially useful for sending out scouts to distant villages/sending the heavily wounded far away 20190401 20:10:09<+wesdiscordbot> it's not a bad suggestion but it requires someone to work on it 20190401 20:11:16<+wesdiscordbot> there are 292 open issues related to the UI open on github right now, so it really depends on dev interest as to whether or not someone will look at improving that 20190401 20:11:53<+wesdiscordbot> open source game problems, heh 20190401 20:11:59<+wesdiscordbot> what did you have in mind? 20190401 20:12:09<+wesdiscordbot> do you mean something before you click to schedule the move? 20190401 20:12:19<+wesdiscordbot> or do you mean some indicator on the unit that "I will move next turn"? 20190401 20:13:00<+wesdiscordbot> if I was designing this what I'd do is add another click to the move feature. right now I click my unit, I click the place I want to go, and my guy starts moving there 20190401 20:13:06<+wesdiscordbot> Hmm... https://github.com/wesnoth/wesnoth/issues/3407 20190401 20:13:34<+wesdiscordbot> the preferred behavior (for me) is: click the unit, click where you want to go, the path your unit will take turns red but your unit does not move, also there's a number indicator for how many turn sit will take, click again, your guy moves 20190401 20:13:48<+wesdiscordbot> The WML I posted in that issue can probably be repurposed to adding an overlay icon to units that have planned moves 20190401 20:14:02<+wesdiscordbot> Rose, use the whiteboard. 20190401 20:14:07<+wesdiscordbot> uh 20190401 20:14:14<+wesdiscordbot> I don't know what the whiteboard is 20190401 20:14:20<+wesdiscordbot> so I don't know if this is still true or not but 20190401 20:14:36<+wesdiscordbot> I've heard in the past (at least in 1.12) that planning mode is utterly broken 20190401 20:14:38<+wesdiscordbot> was* 20190401 20:14:42<+wesdiscordbot> Planning mode is internally called whiteboard and devs keep calling it that 20190401 20:14:47<+wesdiscordbot> @Rose Also known as planning mode.. yes 20190401 20:14:58<+wesdiscordbot> @Rose Press p 20190401 20:15:00<+wesdiscordbot> Move units 20190401 20:15:02<+wesdiscordbot> Press y 20190401 20:15:14<+wesdiscordbot> hmm 20190401 20:15:29<+wesdiscordbot> @Yumi It's usable. Though there's a Whiteboard label on github with some issues under it 20190401 20:15:32<+wesdiscordbot> I think this is less streamlined than what I suggested, but it's definitely an improvement in my mind 20190401 20:15:40<+wesdiscordbot> okay good 20190401 20:15:48<+wesdiscordbot> I just remember it being so broken that it was totally unusable 20190401 20:15:59<+wesdiscordbot> as long as it can be used we're fine :p 20190401 20:16:11<+wesdiscordbot> @Yumi Maybe you mean the "assume dead" feature? 20190401 20:16:11<+wesdiscordbot> like, why force the player to use the keyboard and find out which keys do what? why not just have it be clicks, which are extremely intuitive 20190401 20:16:16<+wesdiscordbot> why is my comment red ? 20190401 20:16:22<+wesdiscordbot> didnt' go through 20190401 20:16:27<+wesdiscordbot> you need to resend it 20190401 20:16:28<+wesdiscordbot> planning mode is designed to let you plan multiple units' moves 20190401 20:16:31<+wesdiscordbot> done thanks 20190401 20:16:50<+wesdiscordbot> like I said, there are numerous improvements you could imagine with the UI 20190401 20:17:07-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Remote host closed the connection] 20190401 20:17:09<+wesdiscordbot> it's just that we're all volunteers, so it depends on a dev who comes along and has the time and interest ot do it 20190401 20:17:18<+wesdiscordbot> do you accept PRs from randoms? 20190401 20:17:21<+wesdiscordbot> yes 20190401 20:17:30<+wesdiscordbot> interedasting 20190401 20:17:34<+wesdiscordbot> I might whip something up 20190401 20:17:44<+wesdiscordbot> PR for what ? 20190401 20:18:01<+wesdiscordbot> if you want to add "Enable planning mode" to the context menu, that's easy 20190401 20:18:02<+wesdiscordbot> well I don't know if it would be accepted since what I'm suggesting is kind of a big change to how movement currently works 20190401 20:18:05<+wesdiscordbot> though I could swear it was already there 20190401 20:18:12<+wesdiscordbot> no, it's there in the actions menu already 20190401 20:18:27<+wesdiscordbot> I just think that it would be cool if planning mode let you click through instead of messing with the keyboard 20190401 20:18:33<+wesdiscordbot> I suggest you make an issue first 20190401 20:18:38<+wesdiscordbot> before doing any actual coding work 20190401 20:18:41<+wesdiscordbot> 👍 20190401 20:18:45<+wesdiscordbot> ah ok 20190401 20:18:47<+wesdiscordbot> Make an issue or a thread 20190401 20:19:00<+wesdiscordbot> how many mouse buttons do you have? 20190401 20:19:16<+wesdiscordbot> (map one of them to y in preferences) 20190401 20:19:23<+wesdiscordbot> right I realize there are workarounds 20190401 20:19:30<+wesdiscordbot> I'm just suggesting that the default behavior could be more intuitive 20190401 20:19:31<+wesdiscordbot> less workarounds are better 20190401 20:19:33<+wesdiscordbot> yeah 20190401 20:19:37<+wesdiscordbot> just has to be implemented 20190401 20:19:39<+wesdiscordbot> no argument there 20190401 20:19:48<+wesdiscordbot> imo in game design the #1 thing is that your player can figure out how to do stuff as quickly and smoothly as possible 20190401 20:19:54<+wesdiscordbot> agree 20190401 20:20:06<+wesdiscordbot> yeah, UI shouldn't get in the way of playing 20190401 20:20:39<+wesdiscordbot> this is a really charming game tbh, so far my only complaints are fiddly UI stuff 20190401 20:20:41<+wesdiscordbot> well, that and the rng is extremely frustrating 20190401 20:20:51<+wesdiscordbot> try the experimental PRNG 20190401 20:20:51<+wesdiscordbot> but I think that's by design 20190401 20:20:58<+wesdiscordbot> is that an addon? 20190401 20:21:08<+wesdiscordbot> no it should be available under prefreences 20190401 20:21:11<+wesdiscordbot> but only in single player 20190401 20:21:12<+wesdiscordbot> will check it out 20190401 20:21:25<+wesdiscordbot> human beings find true randomness to be insanely frustrating, imo 20190401 20:21:27<+wesdiscordbot> there are also addons for deterministic combat if you really like 20190401 20:21:35<+wesdiscordbot> also agree, we'll look into that for 2.0 20190401 20:21:51<+wesdiscordbot> ah cool 20190401 20:21:55<+wesdiscordbot> well thanks for being so welcoming, guys 20190401 20:22:03<+wesdiscordbot> not all open source projects have this kind of atmosphere 20190401 20:22:37<+wesdiscordbot> it's cool that you're open to ideas from newcomers 20190401 20:22:54<+wesdiscordbot> everyone can have good ideas 20190401 20:23:07<+wesdiscordbot> and a newcomer might have decades of experience outside of wesnoth 20190401 20:23:13<+wesdiscordbot> it's usually worth listening. 😃 20190401 20:23:51<+wesdiscordbot> haha, I agree! I'm coming from a community where unless you're part of a particular clique your ideas basically get ignored or mocked, so it's refreshing 20190401 20:27:43<+wesdiscordbot> well, I'm sure we're not without our faults either... 20190401 20:31:23<+wesdiscordbot> we have our own problems 20190401 20:31:24<+wesdiscordbot> yea 20190401 20:32:11<+wesdiscordbot> but it'd be kinda silly to only focus on those 20190401 20:55:49<+wesdiscordbot> HAHAHA, I just discovered the zerker laugh easter egg 20190401 20:55:55<+wesdiscordbot> That's pretty cool 20190401 21:01:32-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has joined #wesnoth 20190401 22:04:27-!- Soo_Slow [Soo_Slow@gateway/vpn/privateinternetaccess/sooslow/x-31376162] has joined #wesnoth 20190401 22:16:40-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20190401 22:25:56-!- Haudegen [~quassel@178.115.237.87.static.drei.at] has quit [Remote host closed the connection] 20190401 22:56:43-!- psymin [~psymin@69.146.8.222] has quit [Quit: Leaving] 20190401 23:21:28-!- Soo_Slow [Soo_Slow@gateway/vpn/privateinternetaccess/sooslow/x-31376162] has quit [Remote host closed the connection] --- Log closed Tue Apr 02 00:00:40 2019