irc.freenode.net (see http://freenode.net for more information) then
Alternatively, you can simply use freenode's webchat service, below. Feel free to change the nick to for example, your player name.
Timestamps are in server time.
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| 18:29 | el_doopa | Hey, I have a question - in which a file can be edited in-game appearance of windows and menus in general.? |
| 18:32 | kymara | oh I think hendrik answered this yesterday, hang on |
| 18:32 | kymara | 18:58 < hendrik> background is in games.stendhal.client.gui.styled.WoodStyle line 56. |
| 18:33 | kymara | that's for the background of all the panels/menus |
| 18:33 | el_doopa | And, thanks - I forgot. |
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| 18:36 | kymara | ah ok. this channel is logged (see topic) so you can always retrieve information. |
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| 19:46 | CIA-30 | arianne_rpg: nhnb * website/css/cssdef.css: defined rule for tool-menu-image based on game-menu-image in order to have unique ids |
| 19:54 | CIA-30 | arianne_rpg: nhnb * website/css/ (jmapacman.css cssdef.css): converted "div" tag to "span" in title because "div" is not allowed in "a" |
| 19:55 | CIA-30 | arianne_rpg: nhnb * website/WriteHTML.php: included server name in image_src |
| 21:08 | CIA-30 | arianne_rpg: nhnb * website/WriteHTML.php: added meta title and description tags |
| 21:23 | CIA-30 | arianne_rpg: nhnb * website/WriteHTML.php: remove line breaks in description tag |
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| 21:29 | CIA-30 | arianne_rpg: nhnb * website/WriteHTML.php: add lines breaks at end of tags |
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| 22:30 | CIA-30 | arianne_rpg: madmetzger * stendhal/data/conf/zones.xsd: remove whitespace |
| 23:02 | yoriy | i got an idea: we could let our npc to make noises like monsters, but only in idle state and with lower rate, like 0.01% |
| 23:04 | hendrik | I think there is already something like that. |
| 23:04 | yoriy | really? i didnt seen it |
| 23:06 | kymara | MonologueBehaviour. |
| 23:06 | kymara | that's what lieutenant drilenun and simon both use |
| 23:06 | yoriy | i thinked they have fixed time rate to speak |
| 23:08 | kymara | oh, hudson failed but due to a cvs error |
| 23:08 | kymara | yoriy, sorry, i'm not sure what is different in what you suggest. |
| 23:09 | hendrik | !hudson shedule stendhal_HEAD |
| 23:09 | hudson_arianne | hendrik did you mean me? Unknown command 'shedule' |
| 23:09 | hudson_arianne | Use !hudsonhelp to get help! |
| 23:09 | hendrik | !hudson schedule stendhal_HEAD |
| 23:09 | hudson_arianne | hendrik: job stendhal_HEAD build scheduled with a quiet period of 5 seconds |
| 23:10 | kymara | yoriy: if you mean that it should not be a fixed certainty that they talk, just a probability that they talk, that might be a nice refinement of the behaviour. |
| 23:10 | kymara | we could change it that the delay in minutes given isn't the fixed time rate but it's used to generate a % chance like the likelihood for a creature spawning. |
| 23:11 | kymara | is that what you meant? |
| 23:11 | yoriy | yes, right. probably it could be 2 different behaviors |
| 23:12 | kymara | i don't see the need for there bing 2 different behaviours right now |
| 23:12 | kymara | *being |
| 23:13 | kymara | i think you could refine the existing behaviour. |
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| 23:15 | tigertoes | have found some strangeness in the ados maze, wondering if it is intentional and i should leave it alone |
| 23:18 | hendrik | tigertoes, please give some more details. |
| 23:18 | tigertoes | on the city_s side, there are a couple paths at the bottom, but on the wall_s side, the divider disappears |
| 23:18 | tigertoes | you cant get trapped, but it is strange |
| 23:19 | tigertoes | i was trying to clean up the hedge and found this |
| 23:19 | tigertoes | on the city side, the hedge is in a different place than the wall side towards the top |
| 23:22 | tigertoes | will be right back, gotta get something to drink |
| 23:23 | kymara | if it doesn't end properly from one map to the next it sounds like a map bug. |
| 23:23 | kymara | but i can check in tiled if you want |
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| 23:24 | hendrik | it looks strange in tiled but seems fine in game. |
| 23:24 | hendrik | The last row within the maze. |
| 23:24 | hendrik | there is a collision in the right map but none in the left. |
| 23:25 | hendrik | but if you walk from the left onto the collision tile in the right map, you are automatically moved up or down so that you don't get stuck. |
| 23:25 | hudson_arianne | Yippie, build fixed! |
| 23:25 | hudson_arianne | Project stendhal_HEAD build (462): FIXED in 16 min: http://stendhal.game-host.org/hudson/job/stendhal_HEAD/462/ |
| 23:25 | hudson_arianne | madmetzger: remove whitespace |
| 23:27 | kymara | there's a roof part of the hedge missing on the city s side and it's using the other type of hedge. |
| 23:27 | kymara | where the collision in on the stone wall and the hedge is on roof |
| 23:27 | kymara | not where the stone and hedge are both on ground and collision is on hedge |
| 23:28 | kymara | since the city s one already looks wrong maybe that should be moved down |
| 23:29 | tigertoes | the hedge and stone are in different areas entirely |
| 23:29 | tigertoes | oh, ok |
| 23:29 | tigertoes | what about the paths at the bottom? |
| 23:30 | tigertoes | shoulld i just leave them alone? |
| 23:31 | kymara | i don't know what you are talking about |
| 23:31 | kymara | ah, just make the divider end properly right atthe edge of the city zone please. |
| 23:31 | tigertoes | ok |
| 23:32 | tigertoes | thanks |
| 23:32 | kymara | so the collision stays the same but if you visualised it seamlessly it would look right |
| 23:33 | kymara | thank you |
| 23:38 | hendrik | orks, my client crashes. |
| 23:38 | hendrik | # SIGSEGV (0xb) at pc=0x00007fd06e006fb6, pid=30782, tid=140532708685584 |
| 23:38 | hendrik | # |
| 23:38 | hendrik | # JRE version: 6.0_18-b18 |
| 23:38 | hendrik | # Java VM: OpenJDK 64-Bit Server VM (16.0-b13 mixed mode linux-amd64 ) |
| 23:38 | hendrik | # Derivative: IcedTea6 1.8.1 |
| 23:38 | hendrik | # Distribution: Ubuntu 10.04 LTS, package 6b18-1.8.1-0ubuntu1 |
| 23:38 | hendrik | # Problematic frame: |
| 23:38 | hendrik | # V [libjvm.so+0x5d9fb6] |
| 23:42 | kymara | when? |
| 23:43 | hendrik | when i was standing there in ghostmode in ados. |
| 23:43 | hendrik | "i did nothing". |
| 23:46 | hendrik | GCTaskThread |
| 23:46 | hendrik | sounds like garbage collector. |
| 23:57 | hendrik | if i have multiple states and animations within one entity, does this mean that ---> will be animation v will be state? |
| 23:58 | hendrik | i am looking at well_source and doors/* |
These logs of #arianne were automatically created on irc.freenode.net