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[11:56:03] <CIA-35> nuvie: 03efry * r1423 10/nuvie/trunk/ (17 files in 4 dirs):
[11:56:03] <CIA-35> nuvie: * Removed use of WAIT_MODE event. Replaced with Game user pause functions.
[11:56:03] <CIA-35> nuvie: * Fixed issue with fading out multi-tile actors.
[11:56:03] <CIA-35> nuvie: * Fixed bug "attack with two weapons broken" 
[11:56:03] <CIA-35> nuvie: * Fixed bug "poison field doesn't poison" 
[11:56:03] <CIA-35> nuvie: * Fixed bug "sleep field causes the game to loop" 
[11:56:04] <CIA-35> nuvie: * Removed some dead code from ActorManager
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[21:46:50] <Malignant_Manor> Is the plant ever actually used as a container?
[21:47:45] <Yuv422> there are somethings hidden under plants
[21:47:59] <Yuv422> not sure if they are in plants
[21:48:15] <Malignant_Manor> Searching doesn't find any in the two instances I checked.
[21:48:25] <Yuv422> we'd need to look at all plant objects in the game to see if any contain objects
[21:48:26] <Malignant_Manor> You just move the plant out of the way
[21:49:58] <Malignant_Manor> Should I make double clicking to open containers be used for both styles or have fullscreen_map always open containers when doubleclicked
[21:50:51] <Yuv422> I think fullmap should always open containers on double-click
[21:51:02] <Yuv422> unless they can't be opened.
[21:51:31] <Malignant_Manor> I've got a few container fixes for both modes
[21:51:36] <Yuv422> not sure about use in fullmap mode though
[21:52:40] <Malignant_Manor> Do you think Daniel would make more gumps?
[21:52:59] <Yuv422> I'm sure he would if we ask nicely :-)
[21:53:16] <Malignant_Manor> Here's a list of missing gumps. http://pastebin.com/emZasRyS
[21:53:16] <Yuv422> A chest gump would be nice :-)
[21:53:32] <Malignant_Manor> currently, the backpack is named bag
[21:53:52] <Malignant_Manor> but I wouldn't change it until we actually have a bag to replace it.
[21:54:01] <Yuv422> yeah
[21:54:16] <Yuv422> I think Daniel is pretty busy with other things at the moment
[21:54:59] <Malignant_Manor> Okay, the picture is just pictures of the objects that need containers.
[21:55:13] <Yuv422> :)
[21:55:15] <Malignant_Manor> Just as a reminder of what they look like in game
[21:55:32] <Yuv422> you can get meat out of dead horses
[21:55:45] <Malignant_Manor> I have no idea if the dead animal body is used as a container.
[21:56:37] <Malignant_Manor> I'll have to add it as a container, I think
[21:57:04] <Malignant_Manor> I believe that's different than dead animal
[21:58:48] <Malignant_Manor> so far, no meat
[21:58:52] <Yuv422> yeah it is two tiles wide IIRC
[21:59:54] <Malignant_Manor> Horses don't drop anything
[22:00:06] <Malignant_Manor> in the lua drop table
[22:00:34] <Yuv422> hmm
[22:00:43] <Yuv422> I might need to check the original then
[22:00:57] <Malignant_Manor> I'm not sure they even leave corpses
[22:01:01] <Malignant_Manor> in the original
[22:01:15] <Yuv422> what am I thinking of then
[22:01:34] <Malignant_Manor> There is one laying on the ground
[22:01:43] <Malignant_Manor> I'd have to check to be sure
[22:01:44] <Yuv422> that's probably it
[22:01:52] <Yuv422> what about killing a cow?
[22:02:12] <Malignant_Manor> I think they only leave blood
[22:03:46] <Malignant_Manor> Nuvie drops horse corpse
[22:05:21] <Malignant_Manor> Horse corpse is used in the original
[22:07:03] <Malignant_Manor> no meat on horses after killing all of them
[22:07:58] <Malignant_Manor> cows bleed and drop meat
[22:12:13] <Yuv422> I'm sure the avatar and co would eat horse meat if they were deep in the wilderness with no other food
[22:12:37] <Malignant_Manor> Cheat created containers return NULL with obj->container
[22:13:08] <Malignant_Manor> This isn't a big deal though.
[22:13:21] <Malignant_Manor> I've fixed inventory display for that case
[22:15:56] <Malignant_Manor> There's even horse chops at the gargoyles
[22:17:41] <Yuv422> I always thought gargoyle tasted like horse ;-)
[22:43:07] <Malignant_Manor> I need to see if the original search revealed what is underneath plants.
[22:43:53] <Malignant_Manor> Saying you find nothing is misleading
[22:51:10] <CIA-35> nuvie: 03malignantmanor * r1424 10/nuvie/trunk/ (6 files in 3 dirs):
[22:51:10] <CIA-35> nuvie: * Allow inventory widget to display empty tiles for containers that are NULL
[22:51:10] <CIA-35> nuvie: * Fix Vortex cube not being openable as a container
[22:51:10] <CIA-35> nuvie: * Add some more containers that can be opened or searched with double click
[22:55:38] <Yuv422> hehe snap
[22:55:52] <Yuv422> I tried to commit at the same time and got denied
[22:57:40] <CIA-35> nuvie: 03efry * r1425 10/nuvie/trunk/ (4 files in 3 dirs):
[22:57:40] <CIA-35> nuvie: * Added nuvie_game_t get_game_type(Configuration *config)
[22:57:40] <CIA-35> nuvie: * Fixed bug "SE and MD load u6.set from ScriptCutscene.cpp" 
[22:58:53] <Yuv422> We will need to change calls to Text in views to use Fonts
[22:59:06] <Yuv422> because Text only loads the u6 font
[22:59:17] <Malignant_Manor> Ah
[22:59:22] <Yuv422> which doesn't work in MD SE
[22:59:33] <Malignant_Manor> Why wouldn't be changable by game type?
[23:01:30] <Yuv422> Text doesn't use font objects
[23:01:43] <Yuv422> it does the work itself
[23:02:00] <Yuv422> but I think we could just use calls to font
[23:02:10] <Yuv422> instead of calls to Text
[23:02:18] <Yuv422> I've got to go now
[23:02:23] <Yuv422> cya
[23:02:25] <Malignant_Manor> bye
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