#nuvie@irc.freenode.net logs for 12 Jul 2012 (GMT)

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[12:22:03] <CIA-35> nuvie: 03efry * r1413 10/nuvie/trunk/ (ChangeLog MapWindow.cpp MapWindow.h):
[12:22:03] <CIA-35> nuvie: * Fixed bug "roof mode corrupts map window background when moused over" [3539089]
[12:22:03] <CIA-35> nuvie: * Remove roof when standing next to an open door.
[12:43:12] <CIA-35> nuvie: 03efry * r1414 10/nuvie/trunk/ (ChangeLog Event.cpp): * Fixed bug "alt-414 and alt-500 crash the game when given invalid #" [3539092]
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[21:28:26] <Yuv422> hi Malignant_Manor
[21:28:30] <Malignant_Manor> hi
[21:28:40] <Malignant_Manor> your roof fix works good
[21:28:46] <Yuv422> :)
[21:29:09] <Yuv422> it took me awhile to get right
[21:29:19] <Malignant_Manor> the weird door tile positions make the wood buildings have an extra tile
[21:29:30] <Yuv422> yeah
[21:29:47] <Yuv422> that's an issue with the tileflags
[21:29:57] <Yuv422> or I should say side effect
[21:30:10] <Malignant_Manor> It's an issue with how the tiles are
[21:30:38] <Malignant_Manor> If you put grid mode on, you can see it clearly
[21:31:27] <Malignant_Manor> how the stone building doors only take a small position in the other tile. The wooden buildings have pretty much 2 tiles with the door
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[21:32:23] <Malignant_Manor> Is something like this okay for making sure that I have an even divide?
[21:32:27] <Malignant_Manor> if(selectedTile/TILES_W != (float)selectedTile/TILES_W)
[21:34:16] <Yuv422> you can use floor
[21:34:42] <Yuv422> or % 2
[21:35:25] <Yuv422> comparing float values is always problematic
[21:35:34] <Yuv422> due to the percision
[21:39:30] <Malignant_Manor> like this if(!selectedTile%TILES_W)?
[21:41:58] <Malignant_Manor> if(selectedTile%TILES_W) actually
[21:42:23] <wjp> yes, that's the way to go
[21:42:25] <Malignant_Manor> Thanks, that seems to work
[21:42:43] <Malignant_Manor> Should I add stubs for SE and MD actors?
[21:43:00] <Malignant_Manor> The only thing I have for the moment is Max HP
[21:43:16] <wjp> (the !-case wouldn't have worked like that due to operator precedence)
[21:43:34] <Malignant_Manor> Yeah
[21:43:45] <Malignant_Manor> And it wasn't what I wanted anyway
[21:44:01] <Malignant_Manor> Momentary stupidity on my part
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[21:47:26] <Malignant_Manor> Here's what I have without copyright. http://pastebin.com/1SdAWe9M
[21:49:05] <Malignant_Manor> I didn't include the makefile.common changes in that either
[21:59:17] <Yuv422> could you remove the underscore in the class name
[21:59:24] <Yuv422> eg SEActor
[21:59:28] <Yuv422> and MDActor
[21:59:34] <Yuv422> just for consistancy
[21:59:57] <Malignant_Manor> Yeah, it's just harder to tell at first glance what it means
[22:21:35] <CIA-35> nuvie: 03malignantmanor * r1415 10/ (10 files in 4 dirs):
[22:21:35] <CIA-35> nuvie: * home/end scroll to the beginning and end of the roof tiles in roof edit mode
[22:21:35] <CIA-35> nuvie: * keypad 7,9,1, and 3 move diagonally (but do not wrap) in roof edit mode
[22:21:36] <CIA-35> nuvie: * Stopped the main actor from walking when the save or quit menu is opened
[22:21:36] <CIA-35> nuvie: * Added stubs for MD and SE actors
[22:22:40] <Malignant_Manor> Can you please update the website with changes from r1415 and r1409?
[22:24:02] <Yuv422> ah yes sorry I forgot about that
[22:24:05] <Yuv422> I'll do it now
[22:29:07] <Yuv422> ok that should be live now
[22:35:02] <Yuv422> I stripped out some dead code from U6Actor the other day
[22:35:08] <Yuv422> but there is probably more in their
[22:35:27] <Yuv422> I'm looking into tools that I can use over the whole project to find unuded methods
[22:35:33] <Yuv422> unused
[22:35:37] <Malignant_Manor> There seems to be quite a bit of dead code in Nuvie
[22:36:12] <Malignant_Manor> I commented out a function in the inventory view that was actually done in the inventory widget.
[22:36:33] <Malignant_Manor> The change over to Lua probably left more
[22:37:04] <Yuv422> yeah
[22:37:27] <Yuv422> I'm off now
[22:37:30] <Yuv422> cya
[22:37:33] <Malignant_Manor> bye
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[22:59:17] <CIA-35> nuvie: 03malignantmanor * r1416 10/ (4 files in 3 dirs): * Remove some dead code.
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