[00:05:43] <Malignant_Manor> it should pause until next turn
[00:06:01] <Malignant_Manor> Shouldn't it?
[00:06:39] <Malignant_Manor> Deducting movement points alone would just lead to only the player moving
[00:28:25] <Yuv422> yeah I don't think it is a point issue now
[00:42:17] <Yuv422> yeah that was an issue
[00:42:23] <Yuv422> I think I've got a fix for it
[00:46:50] <Malignant_Manor> I'm working on the right mouse button using the highlighted command bar button.
[01:04:01] <Yuv422> ah k
[01:04:41] <Malignant_Manor> I just have to do every single gui element which is a pain
[01:06:50] <Malignant_Manor> I'm not sure how to save the highlight or lack thereof. It's a sint8.
[01:07:12] <Malignant_Manor> I also don't like default_action as a description.
[01:07:40] <Malignant_Manor> I'm not sure what to call it though.
[01:07:59] <Yuv422> yeah naming is always tricky
[01:08:06] <Yuv422> selected action
[01:08:22] <Malignant_Manor> That sounds good enough
[01:08:33] <Malignant_Manor> highlighted is a bit long
[01:09:17] <Malignant_Manor> but might be more descriptive
[01:10:12] <Yuv422> just put a comment next to the variable definition
[01:10:45] <Malignant_Manor> Well, I am thinking global use of it
[01:11:18] <Malignant_Manor> but with get_command_bar()->selected_action()
[01:11:45] <Malignant_Manor> it should be easy enough to understand
[01:12:58] <Yuv422> yeah I think that reads well
[01:20:00] <Malignant_Manor> I've moved some checks for a vehicle to newaction.
[01:20:31] <Yuv422> newaction?
[01:20:45] <Malignant_Manor> event
[01:20:52] <Malignant_Manor> newAction
[01:21:44] <Yuv422> hmm
[01:21:57] <Yuv422> that's a pretty highlevel function
[01:22:21] <Malignant_Manor> Is that used by npcs?
[01:22:48] <Yuv422> newAction is used by event input state changes
[01:22:53] <Yuv422> eg selecting an object
[01:23:01] <Yuv422> then performing an action
[01:23:17] <Yuv422> all player driven
[01:25:49] <Malignant_Manor> It's setup like this. http://pastebin.com/sFNLUptF
[01:26:41] <Malignant_Manor> The button is setup to return a target in input or attack mode
[01:28:43] <Yuv422> I think it is better to keep the vehicle check out of the newAction method
[01:29:15] <Yuv422> I think there might be a is_in_vehicle() check in the player class that you can use too
[01:29:45] <Malignant_Manor> Yeah, I noticed one earlier.
[01:29:59] <Malignant_Manor> I haven't tested it.
[01:30:34] <Malignant_Manor> it is there under attack mode
[01:34:50] <Yuv422> Player::is_in_vehicle()
[02:10:10] <Malignant_Manor> I think it is feature freeze after this.
[02:10:29] <Yuv422> :)
[02:11:29] <Malignant_Manor> After you add a per save setting for this.
[02:11:56] <Malignant_Manor> Otherwise, it needs to be per game because of MD not having rest.
[02:12:25] <Yuv422> are you still talking about commandbar select action?
[02:12:36] <Malignant_Manor> Yeah
[02:12:48] <Malignant_Manor> The original saved the selection.
[02:13:00] <Yuv422> ah k
[02:13:01] <Yuv422> cool
[02:13:19] <Yuv422> I'll have to find where in objlist it saves that
[02:14:33] <Malignant_Manor> I think it is really weird that they didn't include mouse support for SE and MD menus.
[02:14:55] <Malignant_Manor> Unless the mouse support for the U6 menu was added at a later date.
[02:15:16] <Yuv422> maybe they just ran out of time
[02:15:41] <Malignant_Manor> I would think it would be mostly just small modifications.
[02:15:54] <Malignant_Manor> Of course, compiling back then was horrible.
[02:16:15] <Yuv422> and they needed software cursors
[02:16:45] <Yuv422> and updating the display when the mouse cursor moved
[02:25:38] <Yuv422> ok I think it is stored at 0x1c6c
[02:29:26] <Yuv422> the values are 0x81 to 0x8a
[02:34:31] <CIA-35> nuvie: 03efry * r1439 10/docs/trunk/ultima6/objlist.txt: Added info about commandbar selected action save state in objlist.
[02:37:57] <Yuv422> I've also just updated the website to the latest changes in svn
[02:38:14] <Malignant_Manor> Thanks.
[02:38:28] <Malignant_Manor> I think I will have you add the save later.
[02:38:39] <Yuv422> yeah no worries
[02:38:44] <Yuv422> I can do that
[02:39:00] <Malignant_Manor> Right now I am compiling from clean because of uninitialized map_window
[02:41:45] <Malignant_Manor> still crashing even after using Game::get_game()->get_map_window()
[02:43:16] <Malignant_Manor> At another point instead
[02:52:48] <Malignant_Manor> Hmm this makes no sense. Sense at all. I can go through new action with a key and it is fine. If I do it with the mouse it crashes from uninitialized map window or game
[02:53:21] <Malignant_Manor> That happens even after using a key to go to the same function.
[02:57:00] <Yuv422> the event input mode system is a strange beast
[02:57:23] <Malignant_Manor> It was working before I made some changes.
[03:00:26] <Malignant_Manor> I guess I should have made a backup.
[03:02:38] <Malignant_Manor> I think I know what it is.
[03:03:56] <Malignant_Manor> I had deleted if(!event) event = game->get_event(); that I added from command bar try_selected_action()
[03:04:27] <Malignant_Manor> It's weird it doesn't crash when the pointer is referenced.
[03:14:11] <Yuv422> be careful with the game->get_<object> calls
[03:14:52] <Yuv422> as game might not be set when initially loading
[03:27:08] <Malignant_Manor> I'm going to have to do a lot of testing.
[03:27:46] <Malignant_Manor> Stuff that was in mouse up gets moved to mouse down.
[03:27:57] <Yuv422> maybe there is a simpler way?
[03:28:09] <Malignant_Manor> It duplicates events
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[05:39:13] <CIA-35> nuvie: 03efry * r1440 10/nuvie/trunk/ (ChangeLog Game.cpp data/scripts/u6/intro.lua):
[05:39:13] <CIA-35> nuvie: * Fixed issue with mouse movement not waiting for npcs to finish.
[05:39:13] <CIA-35> nuvie: * Fixed issue with cutscene scripting fade_out() function overriding in-game
[05:39:13] <CIA-35> nuvie: fade_out() function. I've made the intro.lua functions local. We might need to run the
[05:39:13] <CIA-35> nuvie: cutscene script inside its own lua state.
[05:48:04] <Malignant_Manor> Weird, party view and inventory view select the right actor for all input other than look.
[05:48:24] <Malignant_Manor> But look returns the right actor when on the game map.
[05:51:44] <Malignant_Manor> Ah, the target cursor on the map is what is selecting them
[06:09:46] <Malignant_Manor> Darn merge really screwed up the changelog badly
[06:10:59] <Malignant_Manor> Not merge but patch
[06:16:59] <CIA-35> nuvie: 03malignantmanor * r1441 10/nuvie/trunk/ (10 files in 2 dirs):
[06:16:59] <CIA-35> nuvie: * Add right click uses of selected command bar commands in inventory,
[06:16:59] <CIA-35> nuvie: party view, and the game map.
[06:16:59] <CIA-35> nuvie: * Fix look not selecting actor icons
[06:46:19] <CIA-35> nuvie: 03efry * r1442 10/nuvie/trunk/ (14 files in 7 dirs):
[06:46:19] <CIA-35> nuvie: * Added patch "Building for OSX with autotools" 
[06:46:19] <CIA-35> nuvie: * Fixed bug when hitting right arrow in inventory view on the last party member.
[06:46:54] <Yuv422> I'm off now
[06:46:55] <Yuv422> cya
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[12:43:40] <Yuv422> Dominus: I've added you to the team on sf.net
[12:43:42] <Yuv422> :-)
[12:43:44] <Yuv422> gotta go now
[12:43:45] <Yuv422> cya
[12:43:47] <Dominus> hey ho
[12:43:52] <Dominus> bye
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[12:43:59] <Dominus> thanks
[13:18:52] <CIA-35> nuvie: 03dominus * r1443 10/nuvie/trunk/XCodeBuild/English.lproj/InfoPlist.strings: * changed InfoPlist.strings from binary to text
[13:20:19] <CIA-35> nuvie: 03dominus * r1444 10/nuvie/trunk/ (ChangeLog Makefile.am XCodeBuild/Info-Nuvie.plist): * some more changes for "Building for OSX with autotools"
[13:25:53] <Dominus> hmm, I fear this file is still used as binary...
[13:36:09] <Dominus> so, first automated, scripted binary online...
[13:36:19] <Dominus> it is also codesigned for Mountain Lion
[13:42:32] <Dominus> eric, if you are interested, my shell script to build nuvie http://pastebin.com/iv8GELr1
[13:43:39] <Dominus> it stops on errors, because I have been known to upload old snapshots over and over because something failed and I didn't see it :)
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[20:34:31] <CIA-35> nuvie: 03malignantmanor * r1445 10/ (4 files in 2 dirs):
[20:34:31] <CIA-35> nuvie: * Fix typo that used talk instead of look
[20:34:31] <CIA-35> nuvie: * Double click while in combat mode will attack evil or chaotic actors
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[23:27:48] <Malignant_Manor> Eric, I fixed the droping through walls issue and casting the chain lightning type spell through walls.
[23:28:07] <Malignant_Manor> How many spells use the player's location instead of the casters?
[23:28:41] <Yuv422> hey Malignant_Manor
[23:28:44] <Malignant_Manor> I'm having problems with the game staying paused.
[23:28:47] <Malignant_Manor> <[D] PCSpeakerRandomStream sound/mixer/decoder/PCSpeakerStream.cpp:197>
[23:28:49] <Malignant_Manor> num_steps = 800 samples_per_step = 1
[23:28:51] <Malignant_Manor> <[D] readBuffer sound/mixer/decoder/PCSpeakerStream.cpp:266>
[23:28:53] <Malignant_Manor> total_samples_played = 801
[23:28:55] <Malignant_Manor> is the last message
[23:29:07] <Yuv422> ah k
[23:29:25] <Yuv422> probably an animation that isn't playing nice with the new user_pause logic
[23:29:32] <Yuv422> which spell are you trying?
[23:30:10] <Malignant_Manor> This is just during offscreem co,bat where it freezes.
[23:30:24] <Malignant_Manor> I mean stays paused and combat.
[23:30:46] <Yuv422> ah k
[23:31:12] <Yuv422> it might pause to start an animation but because it is offscreen it never unpauses
[23:31:26] <Yuv422> do you have a save that I can try?
[23:32:50] <Malignant_Manor> Sea serpents seem to be screwed up behind a magic door but I haven't tested it from a new game.
[23:32:54] <Yuv422> thanks
[23:33:58] <Malignant_Manor> cpp doesn't like this line
[23:34:01] <Malignant_Manor> idx = (idx + (NUVIE_RAND()%1 == 1 ? 1 : _streams.size()-1)) % _streams.size();
[23:34:37] <Malignant_Manor> audiostream.cpp line 356, Comparison of modulo result is predetermined, because it is always less than 1.
[23:35:42] <Yuv422> yeah I saw that but was a bit afraid to touch it. not sure what was meant to happen there
[23:35:54] <Malignant_Manor> I have no idea
[23:36:11] <Malignant_Manor> wjp: Are you there?
[23:37:57] <Yuv422> Malignant_Manor: that save is weird. people are getting it with no animation effect
[23:39:49] <Malignant_Manor> Offscreen actors
[23:40:07] <Yuv422> I was getting hit messages for my party members
[23:44:28] <Malignant_Manor> I'm not getting any hit messages from party members but I only disabled the spell.
[23:45:07] <Malignant_Manor> disabled = stopped the spell from being cast through the wall
[23:46:31] <Yuv422> but you haven't committed that, right?
[23:46:38] <Malignant_Manor> no
[23:48:58] <Malignant_Manor> there's a line test in drop effect but I doubt that is used by the npcs.
[23:49:13] <Malignant_Manor> The line test is redundant but I haven't removed it.