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[05:56:40] <CIA-35> nuvie: 03malignantmanor * r1434 10/ (11 files in 5 dirs):
[05:56:40] <CIA-35> nuvie: * Add drag and drop/move map to map functionality
[05:56:40] <CIA-35> nuvie: * Undo revision 1430 and add range check before actor_get_obj
[05:56:40] <CIA-35> nuvie: * Add range, blocking, and weight check to party members obj exchanges
[05:56:40] <CIA-35> nuvie: * Don't allow drag and drop, drop, move, and get while in a vehicle
[05:56:40] <CIA-35> nuvie: * Fix player icon not showing party view if in a vehicle
[10:04:17] <CIA-35> nuvie: 03efry * r1435 10/nuvie/trunk/ (ChangeLog MapWindow.cpp sound/adplug/fmopl.c):
[10:04:17] <CIA-35> nuvie: * Fixed compile on Mac OS X.
[10:04:17] <CIA-35> nuvie: * Chnaged inline to static inline in fmopl.c
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[18:15:21] <Dominus1> xcode does a poor job of giving useable reports on clang warnings...
[18:16:33] --- Dominus1 is now known as Dominus
[18:40:01] <Dominus> the full warnings generated by clang (and some weird ones by autogen in tools/makefile.common)
[18:40:03] <Dominus> http://pastebin.com/6AvAhTWt
[18:40:22] <Dominus> something wjp likes to look through :)
[18:40:25] * Dominus ducks
[18:43:22] <Dominus> made a proper bug report at https://sourceforge.net/tracker/?func=detail&aid=3546018&group_id=76419&atid=547063
[18:56:32] <Dominus> hmm, I wonder if there is a way to only show warnings and errors on compiling and nothing else...
[19:03:09] <Dominus> bah... make -s...
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[21:27:40] <Malignant_Manor> What is release critical?
[21:27:47] <Yuv422> hey Malignant_Manor
[21:28:06] <Yuv422> anything that crashes
[21:28:18] <Dominus> hey ho
[21:28:21] <Yuv422> or stops you from completing the game
[21:28:23] <Malignant_Manor> Probably this https://sourceforge.net/tracker/?func=detail&aid=3545763&group_id=76419&atid=547063
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[21:28:40] <Yuv422> yeah I've got a fix for that
[21:29:08] <Malignant_Manor> Maybe having an actually ending
[21:29:13] <Yuv422> hehe
[21:29:16] <Yuv422> yes
[21:29:52] <Yuv422> I found another bug with the intro sequence and window fading
[21:30:04] <Yuv422> if you play the intro seqence then the avatar dies
[21:30:21] <Yuv422> the background of the cutscene layer become visible again :(
[21:30:39] <Malignant_Manor> Maybe pathfinding for projectiles that checks every square in the path that blocks.
[21:30:40] <Yuv422> will definitely need to fix that
[21:30:55] <Malignant_Manor> That would stop firing through walls
[21:30:59] <Yuv422> the projectile animation is a bit off too
[21:31:08] <Malignant_Manor> and the drop issue
[21:31:41] <Malignant_Manor> but the drop issue is most likely not game breaking
[21:32:29] <Yuv422> I'd like to add combat target memory per npc
[21:32:43] <Yuv422> at the moment there is a single target memory for the player class
[21:33:05] <Yuv422> which makes command based combat a bit of a hassle
[21:33:06] <Malignant_Manor> And all command characters are the player
[21:38:33] <Yuv422> the stolen check should also search containers for stolen items
[21:38:47] <Yuv422> or should we leave it like the original
[21:38:54] <Yuv422> which didn't check in containers
[21:39:21] <Yuv422> so you could drop your bag on the ground and move items into it without the stealing logic going off
[21:40:05] <Dominus> that should be a cheat function IMO
[21:40:35] <Yuv422> cheat: don't search containers for stolen items
[21:41:05] <Dominus> yes, though don' you already implemented some other stealing cheat lately?
[21:41:27] <Malignant_Manor> Stealing was only just introduced.
[21:41:45] <Yuv422> yeah the cheat prints whether something is stolen
[21:41:59] <Dominus> maybe a global "ok to steal" cheat
[21:42:29] <Dominus> and make the containers search for stolen items
[21:43:29] <Malignant_Manor> hack move doesn't trigger stealing but it can have undesired consequences.
[21:44:24] <Dominus> yes, a sperate check would be nicer
[21:45:23] <Malignant_Manor> Stealing is so U6. SE npcs don't care if you pick them off one by one right in front of them.
[21:45:57] <Malignant_Manor> but the Avatar would never do anything like killing innocents
[21:48:32] <Yuv422> -I/opt/exult.x86_64/include
[21:48:47] <Yuv422> Dominus: what are you adding into Nuvie when you compile? ;-)
[21:49:37] <Dominus> he he, this was a autotools compile instead of an xcode compile to get clangs warning in a nicer output
[21:50:13] <Dominus> I have three arches in /opt for compiling exult snapshots
[21:50:24] <Yuv422> cool
[21:51:28] <Dominus> I've been told to do all three things in one go but I found it better to troubleshoot in having three seperate prefixes that are clean one arch only
[21:58:57] <Malignant_Manor> Oh, maybe disable full screen on the OSX binary if there are still issues.
[21:59:12] <Dominus> oh, true
[22:06:58] <Malignant_Manor> I'll try to play through a new game soon.
[22:07:23] <Yuv422> :-)
[22:09:59] <Malignant_Manor> Is full screen only an issue on later versions of OSX?
[22:10:55] <Dominus> no, it seems it is a general issue
[22:11:04] <Dominus> not the sdl one...
[22:11:47] <Malignant_Manor> wjp: Does full screen work on Linux with Nuvie?
[22:13:47] <CIA-35> nuvie: 03efry * r1436 10/nuvie/trunk/ (ChangeLog MapWindow.cpp actors/U6Actor.cpp misc/MapEntity.h):
[22:13:47] <CIA-35> nuvie: * Removed reference to struct Obj. It is a class now.
[22:13:47] <CIA-35> nuvie: * Fixed return in MapWindow::make_thumbnail()
[22:13:47] <CIA-35> nuvie: * Fixed bug "items in containers are still flagged as stolen in new game" 
[22:14:05] <Yuv422> we could try the opengl accellerated version of SDL
[22:14:24] <Yuv422> which does fullscreen via opengl inside the lib
[22:14:52] <wjp> Malignant_Manor: I don't think I've tried; one moment
[22:15:11] <Malignant_Manor> There is a configuration option now
[22:15:26] <Malignant_Manor> It was newly added since it works for Windows.
[22:16:27] <wjp> seems fine
[22:16:40] <Malignant_Manor> Thanks
[23:03:13] <Yuv422> I'm off now
[23:03:15] <Yuv422> cya
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