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[1:23] <durkham> kymara can you please explain what is bad about log level to console on info ? i ask because i like to have client output java version and os-stuff which is correctly on info level.
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[1:25] <durkham> forgot to say gnight .
[1:25] <durkham> gnight
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[3:05] <Ci-Dev> Night all.
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[9:54] <durkham> good morning
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[9:54] <Tari|Stendhal> moin
[10:10] * kiheru_afk is now known as kiheru
[10:23] <kiheru> the parents of my class do not have the constructor I need (constructing from RPObject; the haven't needed it). should I just add it to them?
[10:24] <kiheru> *they
[10:24] <durkham> if a class does not need a constructor dont add it :-)
[10:24] <durkham> you can call the appropriate from within the constructor of a child
[10:25] <durkham> it would have made sense if my parents were contructed with computer abilities, as there were no computers then :-)
[10:25] <durkham> no sense
[10:26] <durkham> does that help ?
[10:28] <kymara> durkham: the commit message explained why i changed it
[10:29] <kymara> i believed it was changed to Info by mistake as the comment did not match teh content
[10:29] <durkham> yes because you thought it was an errro
[10:29] <kiheru> they don't need it, because they are never constructed from rpobject. but I *need* to do that
[10:29] <durkham> @ kym good mroning kym
[10:29] <kymara> at some point way back the lcient suddenly starting spewing out a line evry time we changed zone and i realise now that was when info level was aciddentally added
[10:30] <kymara> i think it was an error because 1. the perosn who changed it didnt mentioned in their commit that they were changing it. 2. they didn't change the comment to match
[10:30] <durkham> @kym i liked the way it was before more, because of the info given on client start
[10:30] <kymara> the commit message was about the emerald ring ..
[10:30] <kymara> then change it back
[10:30] <durkham> we can reduce the logging of zone change to debug
[10:31] <kymara> sure, as you like
[10:31] <kymara> it was just that if you look at the previous versionof teh file you'll see two places where the comment did not match the content
[10:31] <durkham> yes
[10:31] <kymara> and i looked at the file history to work out why and to try to ascertain which was correct, the comment or the content
[10:31] <kymara> for one, the comment was just forgotten as the commit said it was being changed
[10:32] <kymara> for the other .. it seemd like less care was taken.
[10:32] <durkham> well i do not believe in historic reasons on code
[10:32] <durkham> and if the zone change log is not needed then we can reduce the logger,.info("zone change ) to logger.debug.("zone change"
[10:32] <kymara> i'm not sure how else you expect to work out why they dont match :D
[10:33] <kymara> yes yes i said do it
[10:33] <durkham> i change code because it does not work the way i like or because the code doe not work at all, or because i want it something else to do and not because a commit message does not fit
[10:34] <kymara> ok whatever sorry i bothered to try to make teh file more understandable
[10:34] <kymara> bbl
[10:34] <durkham> is it more understandable now ?
[10:34] <durkham> sorry i doubted the sense behind it
[10:34] <durkham> if the usefull message of system info on start is not needed anymore to find out which system players are on ok
[10:35] <durkham> @ kiheru , why do need to make children of rpobject ?
[10:35] <durkham> what for , if i may ask?
[10:38] <durkham> oh i misunderstood you ?
[10:38] <kiheru> restoring from db. needed for lock changing - the doors need to remember their keynumber for that to be possible
[10:38] <durkham> you do not want to make rpobject parent , but you need a contructor that takes rpobject as argument ?
[10:38] <durkham> those you can add sure
[10:39] <durkham> dont forget to call super() :-)
[10:39] <durkham> nonsense
[10:40] <durkham> try to use ClassConstructor ( Rpobject) {
[10:40] <durkham> this()
[10:40] <durkham> .
[10:40] <durkham> .
[10:40] <durkham> }
[10:43] <kiheru> what do you mean? Entity and RPObject have some actual code in the constructor(RPObject); Portal just does not have it at all. I can't simply discard all the saved attributes. (those are the reason for saving it in the first place)
[10:45] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/StaticGameLayers.java: removing zone change info from logger
[10:45] <durkham> ok seems i do not understand you
[10:46] <durkham> just do what you like.
[10:46] <durkham> it can always be changed, if needed
[10:52] <kiheru> the portals had not needed it because they haven't been previously saved
[10:52] <kiheru> (most of them still won't. just the house doors)
[10:56] <postman-bot> ejcruz rented a sign saying "i SELL ALL Black items for good offer :)"
[10:57] <durkham> yes kih
[10:57] <durkham> i understood you want to make the restore thingy from db , using a constructor that takes RPObject as argument
[10:59] <durkham> and i mentioned to call this(), as that is a good practise in an overloaded constructor
[10:59] <durkham> if you do not want to do so , then just dont do so
[11:00] <durkham> if you call this() which itself calls super() all things needed will be done
[11:01] * durkham starts looking into prtoal code now
[11:03] <durkham> after looking into that code , just do it as you like
[11:03] <durkham> :-D
[11:03] <durkham> cannot become worse
[11:03] <kiheru> ok :-D
[11:04] <kiheru> thanks. wanted to make sure it's not unforgettable crime before committing it
[11:05] <durkham> counting the numbers of factories alone , made me rethink about what i want on code quality and readability :-D
[11:12] <durkham> well i wont forget it :-P
[11:12] <durkham> but i easily forgive
[11:18] <kiheru> just did not find any clean way to do it. copying the code from Entity and RPObject definitely sounded wrong :-D
[11:20] <durkham> yes
[11:21] <durkham> the hierarchy on server side is a mess too
[11:21] * durkham needs coffee
[11:37] <durkham> bk
[12:46] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/HouseBuying.java: cleaned up duplicated code by making a buy house chat action and a buy spare key chat action
[12:47] <durkham> yay
[13:22] <CIA-52> arianne_rpg: astridemma * stendhal/data/conf/log4j.properties: set Logger threshold to info so startup client info is shown on client
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[14:42] <CIA-52> arianne_rpg: astridemma * marauroa/ (2 files in 2 dirs): fixing bug in deserialization, that made objects in slots uncontained, providing regression test
[14:43] <CIA-52> arianne_rpg: astridemma * stendhal/libs/marauroa.jar: committing fixed marauroa.jar
[14:52] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/RPObjectChangeDispatcher.java: removed call to workaround for fixed bug in marauroa.jar
[15:00] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/ (Triple.java entity/factory/EntityMap.java): let Triple have its own file
[15:02] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/server/entity/mapstuff/chest/StoredChestConfigurator.java: code format
[15:13] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/gui/ (3 files in 2 dirs): changing some system.out calls to log4j
[15:21] <CIA-52> arianne_rpg: kymara * stendhal/doc/CHANGES.txt: add recent changes
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[15:52] <Ci> What's the official language of the source code?
[15:52] <Ci> Is it en-us or en-gb?
[15:53] <Ci> Or en with anyone writing any dialect at random own/forced will?
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[15:57] <kymara> if you could keep armor to armor since that's how the item is defined, that makes sense. for individual npcs i keep to one convention per NPC but see no problem with having one NPC who happens to use english spellings ... it' sjust like they're speaking with a different dialect.
[15:58] <kymara> mostly en-us is used, i believ, comments and class names etc hardly matter. for game visible things, what i said above is what to keep in mind
[16:41] <durkham> regarding code comments, i dont mind which spelling is used en-us or en-gb , en-us is prefered ( i am happy if my comments are spelled correctly in any of those) .
[16:41] <durkham> so i agree with kymara they hardly matter
[16:42] <durkham> i like to have comments that explain the purpose of the code rather then how it does something
[17:00] <Ci> I see.
[17:25] * Disconnected.
[17:49] -NickServ- This nickname is registered. Please choose a different nickname, or identify via /msg NickServ identify <password>.
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[17:49] * Topic is 'Stendhal 0.72 and Marauroa 2.6 released: http://arianne.sourceforge.net/?arianne_url=games/game_stendhal#downloadsection][ public server: http://stendhal.game-host.org ][ want to chat?: /join #arianne-chat ][ ANY QUESTIONS?: Just ask them and stick around in the channel, maybe an answer will pop up later ]'
[17:49] * Set by kymara on Sun Feb 22 23:37:04 CET 2009
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[18:41] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/ (25 files in 2 dirs): let actionType fill the needed arguments for client.send()
[18:41] <durkham> i touch nearly all context menus so please report if things behave weirder as usual
[18:42] <durkham> touched
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[19:14] <Ci> durkham: The message log has a context menu.
[19:14] <Ci> It just has "save".
[19:14] <Ci> But it doesn't do anything.
[19:14] <Ci> At least it doesn't copy to the clipboard.
[19:14] <Ci> This was as of yesterday.
[19:24] <durkham> no it save the into a flat file in stendhal folder
[19:25] <durkham> save is not copy to clipboard imho :-)
[19:25] <durkham> could be more sophisticaed though , with file chooser and bla :-)
[19:26] <Ci> Oh.
[19:27] <Ci> I thought it was a dummy.
[19:27] <Ci> Wouldn't be feedback good, like an added line to the message log? "Saved as <filename>"
[19:31] <kymara> i'd ask you to make a feature request on that but you didn't make bug reports on the last 2 bugs i asked you to report after you mentioned them here ...
[19:31] <kymara> so it'll be forgotten, but thanks anyway ;)
[19:34] <durkham> patches are welcome too :-P
[19:36] <CIA-52> arianne_rpg: kymara * stendhal/tiled/interiors/athor/ (holiday_apartment_2.tmx holiday_apartment_3.tmx): redecorate a couple of the athor holiday apartments, all the tmx's are identical so i thought i'd brighten some up
[19:36] <kymara> durkham: do you remember stood gazing at a black hole (in kika caves) thinking wouldn't it be nice if you fell down when you walked into it
[19:37] <kymara> and i said if you do portals in tiled then there'd have to be a matching one going up, the one way portals (which we want here) can be done in xml but the holes were so huge that it would be loads to configure ...
[19:38] <kymara> well i was wrong you can quite happily make a portal falling down in tiled and it's one way, with the 'destination' one at the lower level
[19:38] <kymara> but then the holes are ringed in black on the minimap shall i show? and people can say if it is bad or no
[19:43] <durkham> if they are shown on minimap that would not be the same fun :-D
[19:44] <durkham> maybe we need another tile in logic just for holes
[19:48] <kymara> uh yes we could do, all that is needed if it was an xml style one is make it ''hidden''
[19:48] <kymara> that makes it not show on minimap and not right clickable on
[19:48] <kymara> i use them for some of the puzzley ones
[19:59] <tigertoes_> durkham - my eclipse is busted... something to do with the bag panel.. and i think i recall you saying you added something, pardon me if i am wrong.. but if you did, where can i get it to add to my eclipse
[19:59] * tigertoes_ is now known as tigertoes
[20:02] <tigertoes> i think i found it
[20:02] <durkham> in libs
[20:02] <durkham> right click add to to build path
[20:02] <tigertoes> yes, i just went back in devel channel til i found it..
[20:03] <tigertoes> thanks
[20:03] <durkham> yw
[20:11] <Ci> Athor island has such "holes" in the desert?
[20:12] <Ci> kymara: I stack the stuff in my brain and will one day file all the bug reports/feature requests in one go. :)
[20:12] <durkham> if you do them asap , maybe some of them can be already done
[20:12] <durkham> in any case bugs have to be reported asap
[20:12] <Ci> I cannot deny the logic in that statement.
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[20:38] <kymara> athor island has them but they are so small that coding them in xml is no hardship
[20:39] <kymara> in which case one can add the hidden tag
[20:39] <kymara> anyway i'm just excited to find tiled can even do one way ones (provided it's to a level up or down at the same coords)
[20:41] <kymara> http://img22.imageshack.us/img22/4003/holes.png <--- how they look with just doing it in tiled
[20:43] <kymara> less fun, yes? so not worth doing?
[20:44] <durkham> not sure , i would nice if you couldnt tell from minimap if you fall thorugh or not
[20:44] <tigertoes> isnt kika supposed to be a bit magical?
[20:44] <kymara> yeah i think so too bug :(
[20:44] <kymara> tigertoes: yes, but why?
[20:45] <tigertoes> oh crap, my brain wasnt thinking..
[20:45] <durkham> splendid red herring that one kym :-D
[20:45] <kymara> hehehehe
[20:45] <tigertoes> i thought when you fell in you would never know where you would end up
[20:45] <kymara> i only noticed it was possible because i was trying to see why kih's portals weren't working
[20:45] <tigertoes> but if it has to be up or down exactly
[20:45] <kymara> then i was like whooooo!!
[20:46] <kymara> well tigertoes atm you may only go one up or down and to the same coords, the code says:
[20:46] <tigertoes> how about putting a one way portal at the destination that beams you to a different area randomly
[20:46] <kymara> if (Math.abs(zone.getLevel() - getLevel()) != 1) {
[20:46] <durkham> tig shhh
[20:46] <kymara> hehe
[20:46] <tigertoes> that way it doesnt show on tiled
[20:46] <tigertoes> ok
[20:46] <tigertoes> sorry
[20:46] <kymara> i want to use tiled
[20:47] <kymara> i was happy to be able to colour it in in tiled and not have to use xml for like 1000 portals
[20:47] <tigertoes> great..
[20:47] <kymara> anyway i won't get dsitracted, i was going to next go back to house buying and use some of the new conditionsinstead of many many if else if else
[20:48] <durkham> good girl :-)
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[22:32] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/npc/condition/ (AgeGreaterThanCondition.java AgeLessThanCondition.java): two new npc conditions, age greater than and age less than
[22:33] <kymara> hmm
[22:33] <kymara> Engine (331 ) - Chosing random action because of 2 entries in conditionTransitions
[22:34] <kymara> now that i remove my long if ... else if ... else if .. chain in favour of conditions, the player might be rejected from doing something for more than one reason
[22:34] <kymara> hence, 2 entries in conditionTransitions
[22:34] <kymara> they ight not be old enough to buy a house and they might not have done the quests
[22:34] <kymara> it seems silly to me to have to put in a response for if they're not old enough but have doen teh quests, and one for old enough and not done the quests
[22:35] <kymara> and whatever else
[22:35] <kymara> i dont' mind him choosing a random refusal
[22:35] <kymara> will anyone else who reads the server logs think it's a big?
[22:36] <kymara> bug
[22:37] <kymara> he definitely only lets you buy a house if you satisfy all, it's just if you don't satisfy all he might have more than one reason to reject you and he randomly picks which reason to say at that moment. (in fact he always seemed to pick teh same thing to say but never mind :P )
[22:39] <durkham> i would think it is a bug
[22:39] <durkham> you can use a ORCondition
[22:40] <durkham> we have logical OR AND and NOT
[22:40] <kymara> no, as he says different htings
[22:40] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/npc/fsm/Engine.java: spelling mistake in logger warn - chosing -> choosing
[22:40] <kymara> you are too young, you haven't done quest
[22:40] <kymara> i don't want him to say, well, it's either because you're too young, or it's because you haven't done the quest - now guess which, sucker!
[22:41] <durkham> and(!oldenough ,questnotdone)
[22:41] <durkham> or whatever
[22:41] <kymara> right, thats what i wanted to avoid
[22:41] <kymara> but ok
[22:41] <kymara> i'll do that :(
[22:41] <durkham> :-*
[22:41] <kymara> it's ridiculous
[22:41] <kymara> really ridiculous
[22:41] <kymara> it's going to look stupid
[22:41] <durkham> no it wont
[22:42] <kymara> the if else chain was better in this case.
[22:42] <kymara> it will. trust me. you haven't seen the number of conditions.
[22:42] <durkham> i prefer stupid looking before that random thingy
[22:42] <kymara> lets say it was N. now i have to put in N! cases.
[22:43] <durkham> then we might have to think about a list.add feature for conditions
[22:43] <durkham> but i really prefer code working correctly
[22:43] <kymara> i'll just pick the order he should check them
[22:43] <kymara> it does work correctly
[22:43] <durkham> sorry
[22:43] <durkham> please do what ever you want
[22:43] <durkham> but then dont ask me
[22:44] <durkham> if it throws that warning for me as a DUMB really dumb coder , it looks like a bug
[22:44] <kymara> i cant do whatever i want
[22:44] <durkham> thats it
[22:44] <durkham> well you can
[22:44] <durkham> you just have to say that you take over code quality too
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[22:45] <kymara> i'd rather cooperate than dictate here
[22:45] <durkham> ok
[22:46] <durkham> so when i answer you how i like to have it , you say it is ridiculous
[22:46] <durkham> ok
[22:46] <kymara> ok, bye for a week
[22:46] * kymara (n=user@lxkatie.macs.hw.ac.uk) Quit ("ERC Version 5.1.4 (IRC client for Emacs)")
[22:46] <durkham> very cooperative
[22:46] <durkham> sorry
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[23:41] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/HouseBuying.java:
[23:41] <CIA-52> arianne_rpg: new HouseSellerGreetingAction since all house sellers have the same greeting (offer to sell a soare key, if appropriate). Split the response to a
[23:41] <CIA-52> arianne_rpg: house buying enquiry up - the npc has to check if they are eligible to buy and this used to be done in long if else if else, now use the new
[23:41] <CIA-52> arianne_rpg: Conditions method so there is one add entry for each response the npc can give. no real difference to what the player sees, just neater code
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[23:53] <osl> how about treating both cases together and creating a function that makes the NPC say the reason -> incapablehouseowner(player, NPC, ...)?
[23:54] <osl> don't mind the parameters, whatever you get the idea
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