#exult@irc.freenode.net logs for 5 Dec 2010 (GMT)

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[00:04:10] <Dominus> I wish we could get rid off the bug tracker spam... setting them to deleted still shows the bloody spam messages
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[01:52:35] <Dominus> hmm, we never implemented the status gump chaning colors when too hot or too cold... right?
[02:15:30] <Dominus> when looping music is disabled it seems at times that the music ends very abruptly, as if cut off
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[02:26:36] <Malignant_Manor> The stat gump doesn't change color when overheating.
[02:28:21] <Malignant_Manor> The stat gump changes frames for freezing if the frames are present (default in SI, but can be manually added to BG).
[02:31:00] <Malignant_Manor> The original game never changed the status gump when overheating either.
[02:41:02] <Malignant_Manor> Dominus, does the help key create an item in the shape browser?
[02:45:08] <Dominus> hi, there is no help key anymore on common apple keyboards :)
[02:46:54] <Malignant_Manor> hit the any key
[02:47:49] <Malignant_Manor> fn+enter(or return) is supposed to do the insert function but I don't know if it acts as the key.
[02:48:42] <Dominus> tried that, didn't work
[02:49:27] <Malignant_Manor> It feels weird that there are not any key descriptions anywhere in the shape browser.
[02:50:07] <Malignant_Manor> The shapes are all way too small for the space unless you are looking at something like the map.
[02:51:17] <Malignant_Manor> It seems like a "show keys" option could be added to the browser to make it more user friendly.
[02:51:59] <Dominus> shape browser was not meant ot be very user friendly, just a quick way to browse and create items
[02:52:13] <Dominus> Studio is the user friendly way
[02:52:53] <Dominus> the shapes are that small since they show in their original size
[02:52:59] <Malignant_Manor> Yeah, but still, an extra line where you have the options to see what keys work would be nice
[02:53:18] <Dominus> true enough :)
[02:53:26] <Malignant_Manor> I'm just saying that for most shapes there is plenty of room for it.
[02:55:25] <Malignant_Manor> Shapes that don't fit between text already overlap the text anyway.
[03:01:52] <Dominus> funny with the heat status... I think every couple of years I think this was in the game...
[03:02:05] <Malignant_Manor> The shape browser seems to use offsets so things like a lot of gumps go offscreen.
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[03:02:58] <Malignant_Manor> There is no frame for the heat status.
[03:03:24] <Dominus> yes, I thought this could have been done via some palette trick or so...
[03:05:00] <Dominus> very annoying is that bodys became obstacles... I'm going to report this now before I forget it again...
[03:05:47] <Dominus> inthe original you could ji
[03:06:10] <Dominus> just walk over a dead body, right now these are obstacles in Exult
[03:06:20] <Dominus> and the rendering order glitches are also annoying
[03:09:32] <Malignant_Manor> What rendering order glitches are there besides the horse and garbage and while riding a barge object?
[03:10:46] <Dominus> for example in SI the goblin camp, when you slay a goblin over his sleeping hay, the body will end up beneath the hay
[03:11:11] <Dominus> and a couple of other times I noticed it...
[03:11:53] <Dominus> anyway, I should have gone to sleep some hours ago... :)
[03:12:19] <Dominus> sorry for leaving you just after you entered the room...
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[03:16:03] <Malignant_Manor> I just tested the original and overheating just causes pixel highlight and damage.
[03:17:10] <Malignant_Manor> Oh, and of course, there is the complaining every time they take damage.
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[12:25:52] <Dominus|asleep> malignant, if you read this, yes, I tested this as well right away in the original... I just wonder where it comes from that I always return to thinking this...
[12:26:31] <Dominus|asleep> maybe we could implement this with some shapes :) (I don't think that would be hard to do)
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[12:39:51] <Dominus> wjp: some patches landed for freebsd, I'm wondering about this one. I thought that == xno would be the correct form to do this... (not that I wrote this...) https://sourceforge.net/tracker/index.php?func=detail&aid=3127826&group_id=2335&atid=302335
[12:50:18] <Dominus> and I'm wondering about this patch https://sourceforge.net/tracker/?func=detail&aid=3127835&group_id=2335&atid=302335 a quick search does not lead me to believe that the location of x11 includes did change...
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[13:51:29] <Malignant_Manor> Dominus, the shape changer insert is mapped to "create_item -1 # Create last shape"
[13:51:47] <Dominus> yes
[13:51:50] <Dominus> hi
[13:52:21] <Dominus> I was a bit lazy in the description
[13:54:00] <Malignant_Manor> It should be possible to remove it from the defaultkeys.txt file and have the key map added to the last line when compiling.
[13:54:45] <Malignant_Manor> I'm not sure if it would be smart enough to find the line and change it though depending on if a Mac.
[13:55:09] <Malignant_Manor> There really shouldn't be a separate file for just one change.
[13:55:24] <Dominus> I'm not sure whether an ifdef, I think a
[13:55:35] <Dominus> key combination change might be better
[14:13:45] <Malignant_Manor> The shape browser lets you set tiles unlike Exult Studio.
[14:37:14] <Dominus> yeah, the shape browser is a mighty tool :)
[14:39:23] <Dominus> comforting: the rendering issues have been there since 1.2...
[14:39:46] <Dominus> but bodies weren't obstacles back then :)
[14:40:27] <Dominus> hmm, actually they were...
[14:41:33] <Dominus> or not... hmm... this is strange and depends on the place where the body is
[14:42:46] <Malignant_Manor> Some keys seem repeated but use different case sections for some reason. (shape browser)
[14:45:16] <Malignant_Manor> Ah, holding the shift key reverses the action.
[14:49:59] <Dominus> it seems we are actually doing the body placement like the original. in the goblin camp placing a goblin on the hay mat the path is blocked. placing it on the ground everything is fine and I can step over it...
[14:50:08] <Dominus> and rendering issues in the original as well :)
[16:14:08] <Malignant_Manor> Dominus, are you there?
[16:14:48] <Dominus> kind of, on the phone
[16:14:53] <Malignant_Manor> I created a subscreen for the cheat browser.
[16:16:13] <Malignant_Manor> I think it likely needs rewording for "Holding shift while pressing a letter reverses the direction." part.
[16:17:54] <Malignant_Manor> http://pastebin.com/iJtixpZj
[16:18:45] <Malignant_Manor> has a patch showing the text that explains the keys.
[16:23:37] <Malignant_Manor> I'm just wondering about your opinion on whether I am clear or not.
[16:28:10] <Dominus> one moment, will take a look. I don't think I'm against making it better :)
[16:39:50] <Dominus> also for insert, can you grab that key from defaultkeys.txt (similar to how the help screen functions? So the key name is not hardcoded in different places
[16:40:09] <Malignant_Manor> Unfortunately, my code would force about 60 indents or leave a section not indented properly.
[16:40:20] <Malignant_Manor> Maybe
[16:40:32] <Dominus> also needs wording that it only creates last shape shown when viewing shapes.vga
[16:41:29] <Malignant_Manor> The key has variables.
[16:43:30] <Dominus> but overall, this looks useful.
[16:44:49] <Malignant_Manor> I shouldn't need the snprintf lines if I replace "buf" with the text strings.
[16:47:40] <Dominus> for readability in SI I think it could use a line between each key description)
[16:48:14] <Dominus> in BG it is nice looking but in SI the thickness of the letters makes it kind of hard toconcentrate on each line
[16:51:20] <Malignant_Manor> The font isn't very nice for blobs of text.
[16:52:32] <Dominus> yup, unfortunately
[17:07:53] <Malignant_Manor> How about this? http://pastebin.com/wpD953LT
[17:15:45] <Dominus> instead of "shown in the browser." "viewed in shapes.vga." and I'd say put a line between "Holding shift..." and "Insert..." (and write INSERT instead)
[17:16:58] <Dominus> or maybe instead of the whole "holding shift..." write "V / Shift-V:..."
[17:18:17] <Dominus> or "P: Changes palette (Shift-V reverts)"
[17:18:34] <Dominus> he he Shift-P...
[17:19:17] <Dominus> or "(Shift-)P: Changes palette"
[17:20:45] <Dominus> people are used to what it means when two different combinations are shown, I think
[17:22:42] <Malignant_Manor> I don't have room unless I put a second page of keys.
[17:23:59] <Dominus> I think "(Shift-) P: Changes palette" should suffice and fits the lowest view
[17:26:54] <Malignant_Manor> "reverses the direction" could be changed to something better to get the point across.
[17:27:32] <Dominus> reverts
[17:27:49] <Malignant_Manor> but it also cycles backwards
[17:28:39] <Dominus> I still think giving both combinations in one line is enough to get the point across
[17:30:41] <Dominus> also write the command, e.g. Exit instead of exits, change instead of changes change or just write cycle
[17:31:05] <Dominus> also xform is very non descriptive but don't ask me for a better description... :)
[17:34:18] <Malignant_Manor> xform are transparency or something
[17:34:49] <Dominus> he he, something....
[17:35:07] <Dominus> (me is going to prepare dinner and so on... going to be a while before I return
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[17:51:16] <Malignant_Manor> I have to decrease the spacing back to the original to get all the lines to fit. I guess SI just has to deal with the font.
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[20:56:01] <Dominus> back
[21:18:43] <Malignant_Manor> I can only get the first create last object keybinding written out if there are more than one. Also, I have insert being read twice before the second key binding.
[21:21:45] <Malignant_Manor> The being read twice seems to be from being in patchkeys.txt and the default_keys.txt
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[21:25:58] <Malignant_Manor> A patch is here. http://pastebin.com/eHQuT0Uv
[21:30:17] <Dominus> isn't that easier to pull the key? The cheat help screen does pull the current assigned key from either the bundled defaultkeys.txt or the one specified in the cfg (cfg one overriding the bundled one)
[21:32:50] <Malignant_Manor> I pulled it out of the same part that the help screens use. I'm not sure what is going on.
[21:36:58] <Dominus> I'm just thinking that couldn't you pull it out with the ActionCreateShape from keys.cc instead of adding GetLastCreatedKey?
[21:39:38] <Malignant_Manor> ActionCreateShape doesn't do anything about listing the keybindings.
[21:43:19] <Dominus> "CREATE_ITEM" in keys.cc? I'm just trying to make sense of it since the keys are pulled from keys.cc from that part AFAICT
[21:45:59] <Dominus> the way you are doing it now does work (gets the correct keys I defined in a custom defaultkeys.txt). just wondering wheter you don't add too much that could be had "easier" without as much code in other parts...
[21:52:55] <Malignant_Manor> I can add all the strings together.
[22:01:43] <Malignant_Manor> The cheat help has the same problem with patchkeys.txt that I do. I just missed it.
[22:07:54] <Malignant_Manor> I have a nasty fix that will work for insert being in there twice.
[22:16:23] <Malignant_Manor> Here's the current version. http://pastebin.com/Rwkwe5km
[22:31:01] <Malignant_Manor> A newer version that fixes a bug. http://pastebin.com/6PVL0Wkj
[22:31:22] <Malignant_Manor> Any more suggestions about the description?
[22:32:09] <Dominus> no, looks fine now I think
[22:35:47] <Dominus> I'm still not getting it kind of how you pull the key... but that is because of my limited coder knowledge
[22:36:12] <Malignant_Manor> I'm sending a patch with and without the key reading.
[22:36:57] <Dominus> that would be nice and then I can try to bother one of the others once they are "here" :)
[22:37:06] <Dominus> thanks for this
[22:38:02] <Malignant_Manor> I also have a patch on there for editing spellbooks which should be bug free.
[22:38:44] <Malignant_Manor> I'm not sure if this is wait until after release stuff though.
[22:38:57] <Dominus> yes I saw this
[22:39:23] <Malignant_Manor> The spellbook editing doesn't happen unless in map edit mode but it is technically only coded into Exult.exe.
[22:39:35] <Dominus> I don't think these are the heavy changes that might break stuff
[22:40:05] <Dominus> so he spellbook editing will only be availlable for when exult is built with studio support?
[22:40:06] <Malignant_Manor> My key binding finding part may.
[22:42:40] <Malignant_Manor> I'm not sure though. char returned_key[255]; was causing a crash when I had it in the header. When it is in the function, it causes warning
[22:42:42] <Malignant_Manor> warning: address of local variable `returned_key' returned
[22:42:58] <Malignant_Manor> so I placed it just before the function.
[22:43:01] <Dominus> I was wondering whether this is a map edit feature or a normal cheat feature....
[22:43:12] <Dominus> your spell book edit patch I mean
[22:43:53] <Malignant_Manor> Well, on the coding side, it is ignored if not in map edit mode.
[22:44:35] <Malignant_Manor> (from what I remember it is ignored)
[22:45:35] <Dominus> I know, I was just wondering how to categorize this. Whether it is something only good for map editing or also for the normal player
[22:46:06] <Malignant_Manor> Mainly as map editing since the wizard cheat is available.
[22:46:34] <Dominus> true
[22:46:38] <Malignant_Manor> Any usability problems with the spellbook editing? I don't really want to add gump overlays since that complicates things and would need new graphics.
[22:47:44] <Malignant_Manor> I've been wanting the spellbook editing feature since I first used Exult Studio. U7 wizard had the ability.
[22:48:37] <Dominus> I haven't tried the patch, since I'm mostly driving Exult without Studio support (on OS X Studio support means ugly X11 and no true fullscreen support)
[23:07:59] <Dominus> hmm, judging from the small picture the add/remove looks a bit strange. why not use the + and - provided by exult.flx?
[23:13:36] <Malignant_Manor> What + and -?
[23:14:10] <Dominus> I guess in font.shp
[23:17:34] <Malignant_Manor> I basically used the same font as the reagent count. I thought about + and minus but I figured it would be pretty small.
[23:24:04] <Malignant_Manor> I might mess around with the spellbook later but I need to go.
[23:25:23] <Dominus> ok :)
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