--- Log opened Fri May 17 00:00:01 2019 20190517 02:19:58-!- valdar [~atarocch@93.56.172.28] has quit [Read error: Connection reset by peer] 20190517 02:20:25-!- valdar [~atarocch@93.56.172.28] has joined #wesnoth-dev 20190517 03:17:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20190517 04:28:22-!- irker130 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190517 04:28:22< irker130> wesnoth/wesnoth:master spixi 756f352898 Add pre attack event #4075 AppVeyor: All builds passed 20190517 04:48:46-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20190517 06:08:08-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190517 07:02:28-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190517 07:02:46<+wesdiscordbot> @LeonardTheThird It wouldn't hurt to ask on the github issue too, if you don't get a response here. It might also only be something exposed by the custom theme he's using. 20190517 07:03:39-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20190517 07:13:16-!- houz [~houz@unaffiliated/houz] has joined #wesnoth-dev 20190517 07:28:24-!- irker130 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190517 08:46:09< Soliton> @LeonardTheThird yes, you discover unit descriptions as you meet the units in-game. in debug mode you can see them all though. 20190517 08:47:45< Soliton> @LeonardTheThird if you cannot reproduce at all that is certainly useful to know. please post that in the issue. 20190517 08:50:44< Soliton> @LeonardTheThird so that issue is perhaps not a perfect fit if it's not clear how the logic should work exactly. if you don't get a response from josteph i'd suggest looking at a different issue in the mean time. 20190517 08:51:25< Soliton> and don't worry about "spamming" this channel with development talk. that is exactly what it's for. :-) 20190517 10:45:32-!- Rhonda [~rhonda@wesnoth/developer/rhonda] has quit [Ping timeout: 252 seconds] 20190517 10:50:17-!- Rhonda [~rhonda@wesnoth/developer/rhonda] has joined #wesnoth-dev 20190517 11:29:25<+wesdiscordbot> Hi! I noticed that 'Wings of Victory' was being mainlined for Wesnoth 1.15. On a similar note, I began work on a Saurian campaign myself, hoping to complement this campaign. After all, having played Wesnoth for more than 7 years, I felt it was time to contribute.   While I recognise that I may not be the best WML coder around, I have been using WML for 5 years now. Having put a decent amount of time and effort 20190517 11:29:26<+wesdiscordbot> on this one- it has a complete journey map, and balanced scenarios based on feedback from users- I believe that with a bit of work, it could give Wesnoth its first mainline Saurian campaign.  It makes use of Giant Mudcrawlers as recruitable units for the first time in mainline, giving them an unusual role to play. Further, the player only has a recruit list of 3 units and fewer resources, so the player plays a less dominant role, 20190517 11:29:26<+wesdiscordbot> having to depend on allies more than in usual campaigns were allies often end up being suicidal distractions/hindrances. If it was possible for someone from the Dev team to go through my work and see if it was fitting, that would be great. On a lighter note, the campaign doesn't need any new portraits since the protagonist is Inarix from SotBE, and the villains are units that otherwise don't speak as much in campaigns and so 20190517 11:29:27<+wesdiscordbot> don't use their portrait often. (Just a coincidence, I didn't do that on purpose.) I'm sorry if this isn't the right protocol for such a request, I searched the forums for many days and couldn't quite find the official process to do so. Regardless of what you think of the 'Thelien Attack' it owewould great if you could give me some feedback on how to improve the campaign.  Thanks in advance 20190517 11:35:37-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20190517 11:36:23< Soliton> so "The Thelien Attack" is the name of the campaign? 20190517 11:37:28< Soliton> i'm suspicious of allies playing a bigger role but sounds interesting. 20190517 12:17:07-!- celticminstrel is now known as celmin|away 20190517 12:44:30-!- mode/#wesnoth-dev [+q *!*@unaffiliated/necrosporus] by ChanServ 20190517 12:48:31-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190517 13:03:20<+wesdiscordbot> Why don't you try it? 😀 I'm open to suggestions. 20190517 13:08:01<+wesdiscordbot> Sounds very cool 20190517 13:11:24-!- irker835 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190517 13:11:24< irker835> wesnoth/wesnoth:1.14 Wedge009 f26258668f Use character pointer instead of string AppVeyor: All builds passed 20190517 13:34:54-!- houz [~houz@unaffiliated/houz] has quit [Remote host closed the connection] 20190517 14:25:31<+wesdiscordbot> @Gweddeoran to be a bit more clear, a mainline campaign isn't that much about the code so much as how well it's written and whether or not it is consistent with the current lore 20190517 14:25:39<+wesdiscordbot> that, and how well it's balanced 20190517 14:26:48<+wesdiscordbot> Why don't you check it out? It is very consistent with the lore; that's what I had in mind when I made it 20190517 14:26:54<+wesdiscordbot> I don't doubt that 20190517 14:27:03<+wesdiscordbot> ultimately the decision is up to Vultraz whether to mainline anything 20190517 14:27:28<+wesdiscordbot> but currently in wesnoth we already have a huge amount of campaigns 20190517 14:27:49<+wesdiscordbot> so adding one that wouldn't be anything but filler is not a good idea (not saying that yours is, just giving a pointer) 20190517 14:28:43<+wesdiscordbot> so I would suggest working on a few aspects: try to make sure the characters/plot are worked out well and spend some time trying to write them with more unique voices instead of standard fantasy tropes 20190517 14:28:56<+wesdiscordbot> for number of scenarios, try to keep it smaller and go for quality over quantity 20190517 14:29:12<+wesdiscordbot> I thought it through; saurians are never given much role except for the latter half of SotBE- and skirmisher line is useless in that. It's only 6 meaty scenarios 20190517 14:29:15<+wesdiscordbot> and try to avoid having too many big army battles 20190517 14:29:24<+wesdiscordbot> Only 1 20190517 14:29:26<+wesdiscordbot> since saurians aren't good for that 20190517 14:29:27<+wesdiscordbot> okay 20190517 14:29:38<+wesdiscordbot> 6 scenarios sounds like a good amount 20190517 14:29:40<+wesdiscordbot> Trolls and orcs arrive to help 20190517 14:29:45<+wesdiscordbot> Gruuband je 20190517 14:29:49<+wesdiscordbot> Jett 20190517 14:30:00<+wesdiscordbot> you're nota native english speaker, right? 20190517 14:30:14<+wesdiscordbot> I. Typing in a hurry 20190517 14:30:33<+wesdiscordbot> You're too fast for me 😛 20190517 14:30:44<+wesdiscordbot> it's not a problem, I'm just suggesting that if grammar is an issue that's not a big deal 20190517 14:30:46<+wesdiscordbot> I can fix that 20190517 14:31:37<+wesdiscordbot> Check it out, I promise you every word is thought through and I try to reduce repetition by using formal synonyms 20190517 14:31:45<+wesdiscordbot> what I'm more concerned about is that the campaign would just be another filler where it sounds like every other fantasy story 20190517 14:31:59<+wesdiscordbot> Try it out 20190517 14:32:02<+wesdiscordbot> 😀 20190517 14:32:13<+wesdiscordbot> I don't have time now, but remind me in a couple weeks and I will 20190517 14:32:52<+wesdiscordbot> By the way, what is your name on the forums (it's up to you to tell, just asking) 20190517 14:32:57<+wesdiscordbot> nemaara 20190517 14:33:14<+wesdiscordbot> I don't look at the forums much, discord is better if you want a fast response 20190517 14:33:37<+wesdiscordbot> Ohhhh 😅 20190517 14:34:59<+wesdiscordbot> I made the campaign giving relevance to people like Jetto, and also utilising the Far North map which is used only in DW and SotBE 20190517 14:37:01<+wesdiscordbot> maybe I'm not saying this right 20190517 14:37:19<+wesdiscordbot> basically, just using characters in other mainline campaigns is fine, but not good enough for a campaign to be mainlined 20190517 14:38:25<+wesdiscordbot> it needs to be written at a high enough level and designed reasonably well 20190517 14:38:55<+wesdiscordbot> the third thing is that it would need to add something to the current universe, granted that much at least is clear (adding a saurian campaign) 20190517 14:46:49<+wesdiscordbot> It talks about how the elvish invasion thwarted by Kapou'e was not his work entirely but rather a joint assault at the Thelien. Gives more substance to elves than merely being good or selfish, but also condescending and almost racist to others like the British in the colonial era. 20190517 14:54:08<+wesdiscordbot> I think there once was a thread regarding on the process of mainlining campaigns ( i think it was regarding the latest one - forgot the name thought). 20190517 14:55:16-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20190517 14:56:23<+wesdiscordbot> I quite like The Thelien Attack so far, I've finished a bit over half of it 20190517 15:02:37<+wesdiscordbot> Soliton: Ok, posted as such in the issue. Debug mode entered by typing ':debug' right? Because that still doesn't work. Perhaps I've found another issue to work on... 🤔 Fwiw, I also can't view any unit description by navigating through the help menu either. 20190517 15:04:10<+wesdiscordbot> there's not so much of a process as much as it is someone makes a campaign, and someone else or the original author proposes it for mainline 20190517 15:04:47<+wesdiscordbot> and then someone on the dev team picks it up and if Vultraz says yes, it's good to go after the person on the dev team works on it 20190517 15:05:37<+wesdiscordbot> I suppose it's a bit late to change that process for 1.x, but basically this lead to a bunch of extraneous content in mainline where there's a lot of stuff that's more or less "fluff" 20190517 15:05:48<+wesdiscordbot> so if we're adding anything else, hopefully we can cut down on that 20190517 15:06:50<+wesdiscordbot> @LeonardTheThird to be clear, you type :, then debug in the text input. 20190517 15:07:29<+wesdiscordbot> Yep, that's what I was doing. Gives you a notification in the upper left corner that you've entered debug mode. 20190517 15:07:53<+wesdiscordbot> right, so then you should have more options in the right click menu, for example 20190517 15:08:04<+wesdiscordbot> there's also :inspect 20190517 15:09:23<+wesdiscordbot> Ya, I believe the only right-click option that doesn't work is the unit description one. Unit switching team, creating units, work fine. 20190517 15:09:45<+wesdiscordbot> I don't suppose you happen to know off hand where exactly in the code base that unit description stuff is handled? 20190517 15:09:54< Soliton> @LeonardTheThird maybe it needs --debug on the command line. otherwise there is also the :discover command. 20190517 15:10:23<+wesdiscordbot> what do you mean by you can't view the description from the right click menu? 20190517 15:10:34<+wesdiscordbot> that should always work, I think 20190517 15:10:52<+wesdiscordbot> since that unit is right there on the map 20190517 15:10:58< Soliton> yeah, if you cannot view the description of an existing unit that sounds like something is wrong. 20190517 15:13:16<+wesdiscordbot> Soliton: I wasn't running it from the command line, just from Visual Studio debugger. I don't think that would matter? @Pentarctagon That was my thought as well. But nothing happens though. And if I go through the help menu instead Menu -> Help -> Units -> Humans -> Thief for example, it just closes the help window. 20190517 15:14:04< Soliton> i meant there are some differences between using the --debug option on the commandline and issuing :debug in-game. 20190517 15:14:45< Soliton> the :discover command is specifically to unhide all unit descriptions either way. 20190517 15:15:31< Soliton> sounds like you have some other issue with the help pages though. 20190517 15:15:38<+wesdiscordbot> Ahh, hmm. Well let me try with --debug then. 20190517 15:16:34< Soliton> if you can select the thief help page it's not an issue of hidden descriptions. 20190517 15:17:05< Soliton> otherwise there wouldn't be a thief entry at all. 20190517 15:17:38< Soliton> you could check/post stdout/stderr. 20190517 15:18:14< Soliton> i would expect there to be some error message if you try to open a help page and it doesn't work for some reason. 20190517 15:19:24<+wesdiscordbot> That's kinda what I was thinking, but worth a shot to check. Fwiw, starting it using --debug and using :discover doesn't fix anything. 20190517 15:19:42<+wesdiscordbot> Is that a log file or something? I can't see that folder 20190517 15:19:49< Soliton> it should show all units in the help now. 20190517 15:20:06< Soliton> your issue seems to be in opening them though. 20190517 15:20:26<+wesdiscordbot> Yes, all units are visible in the Help menu, but clicking any of them closes the help window. 20190517 15:20:38< Soliton> don't know where stderr goes in visual studio. 20190517 15:20:49< Soliton> there might be a stderr.txt somewhere. 20190517 15:21:51< Soliton> https://github.com/wesnoth/wesnoth/blob/master/src/help/help_browser.cpp#L216 you should probably see this error. 20190517 15:22:26< Soliton> but maybe there are other messages that explain why the topic generation did not work properly for you. 20190517 15:22:42<+wesdiscordbot> log files can be found as described here: https://forums.wesnoth.org/viewtopic.php?f=4&t=46166 20190517 15:23:44< Soliton> it might be a bit different with the visual studio debugger in the mix. no clue. 20190517 15:26:11<+wesdiscordbot> thanks @Pentarctagon that found it over 20190517 15:28:02<+wesdiscordbot> Hmm, 2 warning there: 20190517 11:16:44 warning font: Invalid UTF-8 string: "Required XP: 20" 20190517 11:20:05 warning font: Invalid UTF-8 string: "Required XP: 17" 20190517 15:29:16< Soliton> i think there was some non-breaking space added there. seems visual studio or whatever doesn't like that. 20190517 15:30:41<+wesdiscordbot> Ya both "Required XP..." should be on the same line as the line of text above it, if that's what you mean? 20190517 15:30:44< Soliton> you can remove font::nbsp from https://github.com/wesnoth/wesnoth/blob/master/src/help/help_topic_generators.cpp#L512 and following lines to verify. 20190517 15:31:22<+wesdiscordbot> Oooh, gotcha. 1 sec 20190517 15:31:22< Soliton> the real issue is that something is confused about the encoding though. 20190517 15:32:29< irker835> wesnoth/wesnoth:master Wedge009 c2173b2f95 Use character pointer instead of string AppVeyor: All builds passed 20190517 15:34:37<+wesdiscordbot> Soliton: Cut out just << font::nbsp from those 7 lines you mean? Sorry, never worked with translated programs before 20190517 15:34:59< Soliton> yep. 20190517 15:44:13< Soliton> to fix it properly you probably need to tell visual studio to assume the sources are utf8 encoded. 20190517 15:44:24<+wesdiscordbot> Soliton: Commenting those out means that instead of "Required XP: 20" the log file complains about "Required XP:20", still can't open anything in though. 20190517 15:44:32< Soliton> perhaps it defaults to utf16 or so. 20190517 15:44:52< Soliton> what exactly does it say now? 20190517 15:45:11<+wesdiscordbot> 20190517 11:41:04 warning font: Invalid UTF-8 string: "Required XP:20" 20190517 15:45:27<+wesdiscordbot> ss << _("Required\u00a0XP:") 20190517 15:45:31<+wesdiscordbot> something to do with this line? 20190517 15:45:47<+wesdiscordbot> what is the \u00a0 thing? 20190517 15:45:51< Soliton> that should just be a newline. 20190517 15:46:18<+wesdiscordbot> Why not just \n then? 20190517 15:46:47< Soliton> wait a0, weird. 20190517 15:47:32< Soliton> oh looks like nbsp in latin1. 20190517 15:48:27< Soliton> not sure why it's written that way when the rest uses font::nbsp 20190517 15:48:35< Soliton> so maybe that is the actual problem. 20190517 15:50:36<+wesdiscordbot> huh, ok, well if I change it to: ss << ("Required") << font::nbsp << ("XP:") perhaps it will work? 20190517 15:51:42< Soliton> well, your error message showed a wrong character after the :. 20190517 15:52:10< Soliton> which looks very much like something is using the wrong encoding. 20190517 15:53:11<+wesdiscordbot> Well it worked XD 20190517 15:53:47< Soliton> with font::nbsp or without it? 20190517 15:53:53<+wesdiscordbot> With 20190517 15:54:15< Soliton> and do you also see the  in the help? 20190517 15:54:42< Soliton> (hopefully that is not some irc-discord issue) 20190517 15:55:38<+wesdiscordbot> With it instead of the \u00a0 thing. No, now, there are no spaces between each ':' and the number following, but I'm uncommenting out the other font::nbsp and then that should be fine. 20190517 15:55:49<+wesdiscordbot> no, the  was definitely in the log 20190517 15:56:30< Soliton> but not in the GUI? 20190517 15:56:54<+wesdiscordbot> I don't know, that portion of the menu never loaded. 20190517 15:57:36< Soliton> i'm confused. it should be on the help page that you can now see. 20190517 15:58:57<+wesdiscordbot> Nope, and with those uncommented everything seems to be in order. 20190517 15:59:15<+wesdiscordbot> Do images go across the irc bridge? I'm guessing not 20190517 15:59:32< Soliton> we get a link. 20190517 15:59:53<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/578974967039787008/unknown.png 20190517 16:00:26< Soliton> right, ok. 20190517 16:01:45< Soliton> so for some reason your visual studio interpretes the \u thingy wrong or does not produce utf8 anyway. 20190517 16:02:01< Soliton> check if you can set encoding to utf8 somewhere. 20190517 16:02:19< Soliton> did you make up your own project or used one from the repo? 20190517 16:03:08<+wesdiscordbot> I'll poke around for it. Used the one from the repo, though it had to do some retargeting. 20190517 16:04:27< Soliton> btw, it doesn't use font::nbsp there because that nbsp is inside a translatable string. 20190517 16:05:24< Soliton> you could also replace the \u.... stuff with the literal character from the font::nbsp definition since that works fine. 20190517 16:06:07<+wesdiscordbot> Ahh, and I guess splitting it up into two strings just adds more strings that need to be translated, basically? 20190517 16:06:10< Soliton> if that's the only issue one could even think about committing that but there are probably other encoding issues in your build. 20190517 16:06:29<+wesdiscordbot> That's probably a good idea. 20190517 16:06:44< Soliton> well, it's always better to give translators as complete a string as possible so they can translate as appropriate. 20190517 16:07:13< Soliton> sometimes they have to reorder stuff etc. 20190517 16:07:17<+wesdiscordbot> Right, that makes sense. 20190517 16:14:22<+wesdiscordbot> So, I'm not sure it's the utf8 thing. By default VS is set to "Auto-detect UTF-8 encoding without signature" and use the .editorconfig file in the root directory (which there is one that specifies utf8). I could obviously be wrong though, I'll keep looking around. 20190517 16:17:52< Soliton> that is presumably about the encoding of the source files not about the unicode escape sequence. 20190517 16:18:18< Soliton> the encoding of the source files it gets right. that is why font::nbsp works. 20190517 16:19:30< Soliton> there should probably be some other setting that makes it produce utf8 from the unicode escape. 20190517 16:20:39< Soliton> the encoding of the output character set or whatever that is properly called. 20190517 16:25:11<+wesdiscordbot> Hmm, I think I get you. 20190517 16:25:32< Soliton> so if i do: printf \\u00a0 | iconv -f latin1 on the commandline i get the funny character you got. 20190517 16:26:02< Soliton> which means an utf encoded nbsp interpreted as latin1 and converted to utf8. 20190517 16:27:57<+wesdiscordbot> @LeonardTheThird Hi 20190517 16:28:17< Soliton> hopefully someone using visual studio can help you better. :-) 20190517 16:28:44<+wesdiscordbot> ok. Well, I've tried changing one setting but now it's got to rebuild and on my potato that takes a while XD 20190517 16:28:59<+wesdiscordbot> U+00A0 is encoded as C2 A0 in UTF-8 20190517 16:29:01<+wesdiscordbot> Hello 20190517 16:29:32<+wesdiscordbot> in latin1 C2 is A-with-caret and A0 is again nbsp 20190517 16:29:43-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190517 16:29:52<+wesdiscordbot> @LeonardTheThird Got your message on 4071, I'll respond later 20190517 16:30:24<+wesdiscordbot> welcome, by the way 😃 20190517 16:32:56< Soliton> yes, and he got that a and a space. (the space was no nbsp for me here but i guess that something transformed that until it got to irc) 20190517 16:34:54<+wesdiscordbot> yes 20190517 16:36:51<+wesdiscordbot> Thanks! So if I'm getting this straight, essentially it's taking the utf-8 character, for some reason decides it's latin1, and then was complaining because it thought everything should be utf-8? 20190517 16:37:30< Soliton> yeah, something like that. 20190517 16:38:07< Soliton> the escape sequence is not utf8 but references the unicode code point. 20190517 16:38:29< Soliton> encodings are complicated... :-P 20190517 16:39:07<+wesdiscordbot> @LeonardTheThird So, what happens is, \u00a0 is correctly converted to the bytes C2 A0 20190517 16:39:20<+wesdiscordbot> but then those bytes are interpreted as latin1, not as utf8 20190517 16:39:21< Soliton> @josteph did you have a specific reson to use the escape sequence instead of the literal? easier for translators? 20190517 16:40:30<+wesdiscordbot> I don't remember, but there's discussion https://github.com/wesnoth/wesnoth/pull/3256#issuecomment-398399261 20190517 16:41:01<+wesdiscordbot> in particular https://github.com/wesnoth/wesnoth/pull/3256#issuecomment-399264215 20190517 16:42:28<+wesdiscordbot> I guess it's just "there needed to be an nbsp there, and using font::nbsp would have broken gettext" 20190517 16:43:07< Soliton> yeah but i wonder what would be nicer to use, the escape version or the literal character. 20190517 16:43:09<+wesdiscordbot> as you said above we can change it to a literal nbsp character 20190517 16:43:21<+wesdiscordbot> well, I prefer escape sequence since it's harder to break 20190517 16:43:30<+wesdiscordbot> by copy-pasting or backspacing-and-retyping or whatever 20190517 16:43:34< Soliton> not even sure what translators get but i guess the escape as it is in the source currently. 20190517 16:43:35<+wesdiscordbot> but then again, if it doesn't work... 20190517 16:43:46<+wesdiscordbot> well, we can look at the po files 20190517 16:43:55<+wesdiscordbot> but I don't know if po GUI tools interpret C escape sequences 20190517 16:44:13<+wesdiscordbot> maybe they do? lots of languages have escape sequences based on C's 20190517 16:44:23<+wesdiscordbot> programming languages 20190517 16:47:24<+wesdiscordbot> @LeonardTheThird Replied 20190517 17:00:07<+wesdiscordbot> Ok, so I added a compiler option to set source and execution to the utf-8 character set and it seems to be working correctly now. 20190517 17:00:23< Soliton> \o/ 20190517 17:00:50< Soliton> that should be in the project files in the repo. 20190517 17:01:10< Soliton> or is that not saved in there? 20190517 17:01:49<+wesdiscordbot> @josteph Cool I'll take a look at your reply later, gotta run now. 20190517 17:02:18<+wesdiscordbot> Soliton: I'm pretty sure it would be saved in the project files 20190517 17:02:36< Soliton> would be nice if you can make a pull request for that. 20190517 17:10:40<+wesdiscordbot> @LeonardTheThird No prob 20190517 18:32:47-!- irker835 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190517 20:14:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190517 20:49:46-!- irker057 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190517 20:49:46< irker057> wesnoth/wesnoth:1.14 doofus-01 2f139f0878 adjusting bat cropping for help pages AppVeyor: All builds passed 20190517 20:49:48<+wesdiscordbot> oh shiiieet. 20190517 20:49:54<+wesdiscordbot> ups 20190517 20:49:58<+wesdiscordbot> wrong channel, sorry. 20190517 21:20:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20190517 21:31:30<+wesdiscordbot> So, I've just now observed this: Drake Glider on swamp (so he's flying), kills an enemy unit (for combat he is on ground level), goes up once the fight is finished and the enemy unit is dying, gets down for a short instance, right after the enemy unit has finished dying, and is instantly in the air again. 20190517 21:31:36<+wesdiscordbot> Is that intended? 20190517 21:32:08<+wesdiscordbot> Kill the Fencer on 10,31 with melee. 20190517 21:32:08<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/579058596969447424/FC-A_Desperate_Deliverance-Auto-Save10.gz 20190517 21:39:51<+wesdiscordbot> if I uncomment https://github.com/wesnoth/wesnoth/blob/f26258668f970c0be7361527fceb2791fbab364a/data/core/units/drakes/Glider.cfg#L26 then the duration of the "gets down" at the end is made much shorter. 20190517 21:40:09<+wesdiscordbot> so I'm guessing it gets down (primarily?) for the "sheath weapon" animation. 20190517 21:42:54<+wesdiscordbot> anyway, this does sound like a bug. Nobody lands to fight, goes airborne again, and then lands again to sheath a weapon 20190517 22:11:00<+wesdiscordbot> Btw it only happens when you kill the enemy unit. Regular fights don't trigger the landing down. 20190517 22:28:02-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190517 22:30:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190517 23:50:06-!- irker057 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] --- Log closed Sat May 18 00:00:03 2019