#firstname.lastname@example.org logs for 14 Jul 2012 (GMT)Archive Today Yesterday Tomorrow
[00:21:40] <-- Yuv422 has left IRC (Quit: Yuv422)
[00:22:11] --> Kirben has joined #nuvie
[01:45:33] <-- Malignant_Manor has left IRC (Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901])
[02:04:07] --> Yuv422 has joined #nuvie
[02:51:23] --> Malignant_Manor has joined #nuvie
[02:52:06] <Yuv422> hi Malignant_Manor
[02:52:25] <Yuv422> I'm working on the dual attack bug
[02:52:30] <Malignant_Manor> Hi
[02:52:40] <Malignant_Manor> I'm working on the chest bug
[02:52:46] <Yuv422> cool
[02:53:22] <Yuv422> it's good to see some of the dead code comming out. :-)
[02:54:57] <Malignant_Manor> A lot of data in U6ActorTypes.h is redundant from the lua
[02:55:05] <Yuv422> yeah
[02:55:15] <Yuv422> I pulled out a few items yesterday
[02:55:20] <Malignant_Manor> Of course, I think this should wait until we get U6 completable.
[02:55:37] <Yuv422> yeah
[02:56:01] <Malignant_Manor> You stopped all chests from being openable
[02:56:45] <Yuv422> ouch
[02:57:23] <Malignant_Manor> I've fixed that and refactored some redundant code in inventory widget and container widget.
[02:58:03] <Malignant_Manor> I had the effects go off if you open a trapped chest
[02:58:05] <Yuv422> I can open and close chests with use
[02:58:21] <Malignant_Manor> I fixed that
[02:58:34] <Yuv422> ah k
[02:58:44] <Malignant_Manor> Drag and drop uses move
[02:59:26] <Malignant_Manor> So the chest doesn't close. I think I have a fix for that
[03:06:41] <Malignant_Manor> You've finished the game!!\nPity we haven't implemented the end sequence yet.
[03:07:15] <Yuv422> hehe
[03:11:16] <Malignant_Manor> move isn't the event
[03:11:33] <Yuv422> yeah move is player movement
[03:12:34] <Malignant_Manor> Probably uses drop then
[03:13:32] <Malignant_Manor> but uses move message
[03:13:59] <Malignant_Manor> nope
[04:02:58] <Malignant_Manor> Weird, chests have a quantity
[04:04:36] <Malignant_Manor> That is what was causing the target cursor to come up from MapWindow::drag_perform_drop. I just added || obj->container when checking that the quantity is 0 or 1
[04:17:29] <CIA-35> nuvie: 03malignantmanor * r1420 10/nuvie/trunk/ (11 files in 4 dirs):
[04:17:29] <CIA-35> nuvie: * Fix chests drag and drop on map causing a target cursor to come up
[04:17:29] <CIA-35> nuvie: * Fix chests being usable in inventory
[04:17:29] <CIA-35> nuvie: * Fix chests not closing when dragged into inventory
[04:17:29] <CIA-35> nuvie: * Fix closed chests not accepting items in the inventory
[04:17:30] <CIA-35> nuvie: * Fix chests not showing their inventory
[04:17:31] <CIA-35> nuvie: * Fix problem with non-U6 games not equipping objects
[04:21:44] <Malignant_Manor> oops, I accidentally undid my fix for get
[04:22:35] <Yuv422> :)
[04:24:40] <CIA-35> nuvie: 03malignantmanor * r1421 10/nuvie/trunk/ (ChangeLog usecode/U6UseCode.cpp): * Fix being unable to get chests that aren't open
[04:42:43] <Yuv422> the latest bug in tracker
[04:42:54] <Yuv422> is that related to resting the party?
[04:47:24] <Malignant_Manor> The guard part
[04:48:05] <Malignant_Manor> when you press enter after r, then the Avatar was chosen
[04:48:33] <Yuv422> ok
[04:59:47] <Malignant_Manor> Does Nuvie even have resting encounters yet?
[05:00:41] <Yuv422> no not yet
[05:02:25] <Yuv422> looking at the original game it looks like there is a 1 in 64 chance of getting an encounter every 10 game minutes
[05:03:10] <Malignant_Manor> What's the minimum amount of hours slept to get healing?
[05:04:31] <Yuv422> no minimum
[05:04:46] <Yuv422> but you can't heal again for 12 hours
[05:04:56] <Yuv422> if you heal while resting
[05:09:24] <Yuv422> I'm currently getting rid of the WAIT_MODE
[05:09:44] <Yuv422> and replacing it with a check to Game::user_paused()
[05:09:49] <Malignant_Manor> The event?
[05:10:03] <Yuv422> which should simplify the event mode transitions
[05:10:04] <Yuv422> yeah
[05:10:35] <Yuv422> it also fixes the dual attack bug
[05:25:36] <Malignant_Manor> Do you think InventoryWidget and ContainerWidget will stay similar enough that this function can be shared from Viewmanager (or something)? http://pastebin.com/LgAucBGK
[05:26:12] <Malignant_Manor> The code is identical between them. I would just leave out the local variable stuff.
[05:26:43] <Yuv422> you wouldn't be able to ready an object when clicking a chest on the ground in fullmap mode
[05:27:44] <Yuv422> could you call the usecode on the object
[05:27:56] <Yuv422> then you wouldn't need to check for a chest specificly
[05:30:26] <Malignant_Manor> You can now and if I put a set container_obj function I don't see how it will differ.
[07:53:18] --> Dominus has joined #nuvie
[07:56:37] --> Dominus1 has joined #nuvie
[07:56:37] <-- Dominus has left IRC (Read error: Connection reset by peer)
[07:56:52] --- Dominus1 is now known as Dominus
[07:57:05] <Malignant_Manor> I've added more containers that you can open with a double click. I'm also going to add it as an option for original mode.
[07:59:04] <Yuv422> cool
[07:59:10] <Yuv422> I've got to go now
[07:59:11] <Yuv422> cya
[07:59:16] <-- Yuv422 has left IRC (Quit: Yuv422)
[09:04:25] <CIA-35> nuvie: 03malignantmanor * r1422 10/ (13 files in 6 dirs):
[09:04:26] <CIA-35> nuvie: * Fix scrolling inside of containers
[09:04:26] <CIA-35> nuvie: * Allow more objects to be opened in fullscreen_map
[09:04:26] <CIA-35> nuvie: * Allow double clicking option to open fullscreen_map container in original mode
[09:04:44] <-- Malignant_Manor has left IRC (Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901])
[11:27:32] --> Yuv422 has joined #nuvie
[12:35:01] <-- Yuv422 has left IRC (Quit: Yuv422)
[13:37:44] <-- Kirben has left IRC ()
[18:01:31] --> Malignant_Manor has joined #nuvie
[18:12:34] <Malignant_Manor> wjp: Could you please look into a fix for container gumps leaking memory?
[18:16:47] <wjp> yes, although not right now
[18:17:04] <wjp> what do I do to reproduce?
[18:17:13] <Malignant_Manor> It always happens
[18:17:28] <Malignant_Manor> Just open the container. The memory is never freed
[18:18:01] <Malignant_Manor> There's also a problem with it duplicating gumps when you doubleclick on them.
[18:18:05] <wjp> in classic mode, or the borderless one?
[18:18:15] <Malignant_Manor> They create another gump if moved, created from the inventory button, or when the main actor is not to the right of them, or you move around.
[18:18:47] <Malignant_Manor> Both (if you have doubleclick_opens_containers enabled)
[18:18:57] <wjp> hm, actually it'll probably have to wait until tomorrow night
[18:19:18] <Malignant_Manor> I added the option when I thought it was only duplicates that caused this problem
[18:20:09] <Malignant_Manor> That's fine. Whenever you can get around to it is great for free coding.
[19:55:36] <-- Malignant_Manor has left IRC (Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901])
[22:07:43] --> Dominus1 has joined #nuvie
[22:07:43] <-- Dominus has left IRC (Read error: Connection reset by peer)
[22:39:37] --> Yuv422 has joined #nuvie
[23:15:30] --> Malignant_Manor has joined #nuvie
[23:31:01] <Yuv422> hi Malignant_Manor
[23:31:08] <Malignant_Manor> hi
[23:31:33] <Yuv422> I was going to implement a gump handling system into the view manager
[23:31:46] <Yuv422> to free gumps when closed
[23:32:28] <Yuv422> to also restrict gump creation so you don't get duplicate gumps
[23:32:31] <Yuv422> on screen at once
[23:33:17] <Malignant_Manor> ah, there really is nothing freeing the data
[23:33:36] <Yuv422> yeah
[23:33:42] <Yuv422> it just hasn't been done yet