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[22:47:06] <Yuv422> hey Malignant_Manor
[22:47:25] <Malignant_Manor> Hi, I just saw the update and am looking at it online.
[22:47:46] <Yuv422> :)
[22:47:47] <Malignant_Manor> So there is an object number lookup table in lua?
[22:47:55] <Malignant_Manor> or is it frame number
[22:48:09] <Yuv422> object number
[22:48:10] <Malignant_Manor> Should probably add comments for later.
[22:48:16] <Yuv422> hehe yeah
[22:48:33] <Yuv422> I'm still wondering if I should create defines for all the objects
[22:48:42] <Yuv422> so we can refer to them by name
[22:48:50] <Yuv422> it will make everything slower though
[22:49:06] <Yuv422> as you'll need a table lookup to get the value
[22:49:36] <Yuv422> the lookup is modelled on the MD logic
[22:50:00] <Yuv422> which should make creating the usecode a bit easier
[22:50:52] <Malignant_Manor> Oh, I think the pointer mouse in SE has issues with rendering the bottom row of pixels.
[22:51:07] <Yuv422> ah k
[22:51:18] <Malignant_Manor> wow, r7823
[22:51:36] <Malignant_Manor> I'm not sure if it is the backfill or not
[22:52:32] <Malignant_Manor> Any luck on finding the hard coded item and actor data?
[22:53:18] <Yuv422> I haven't started looking for the actor data yet
[22:53:24] <Yuv422> it should be too hard though
[22:53:44] <Yuv422> I learnt a lot about the game structures from reversing u6
[22:53:59] <Yuv422> and MD /SE use most of the same concepts.
[22:55:04] <Malignant_Manor> I need to remember to update the cfg default. cfg->value(new_scroll_cfg + "/width", c, 18);
[22:55:35] <Yuv422> I was wondering if we should change that to pixels now?
[22:55:56] <Yuv422> as the new text wrapping system doesn't need to be in multiples of char width
[22:57:38] <Malignant_Manor> Probably should be pixels.
[22:57:47] <Yuv422> righto
[22:57:52] <Yuv422> I'll change it
[22:58:27] <Yuv422> should the width include the 8 pixels of border?
[22:59:02] <Malignant_Manor> Probably
[22:59:34] <Yuv422> yeah
[22:59:47] <Yuv422> and I guess it should have a sensible minimum value too
[23:02:19] <Malignant_Manor> MD views are off but I have the comparison picture and notes on another computer.
[23:02:38] <Malignant_Manor> The original had some horrible text offsets.
[23:03:19] <Yuv422> yeah I got the views approximately right
[23:03:24] <Malignant_Manor> We shouldn't strive for being accurate on that but it should be a bit closer.
[23:03:38] <Yuv422> I've also got to fix the new ui conversation portraits for MD / SE
[23:03:39] <Malignant_Manor> They needed to go down 2 pixels for starters.
[23:03:56] <Yuv422> which involves changing the text offsets
[23:04:14] <Malignant_Manor> Hence my notes I started.
[23:09:37] <Yuv422> I emailed Mikey about his SE usecode work but nver got a reply
[23:10:09] <Yuv422> Hopefully his work will be able to work with this new usecode system
[23:11:05] <Malignant_Manor> I was thinking to ask if you both worked on it or not.
[23:11:56] <Malignant_Manor> How do you plan to do proximity type usecode?
[23:12:37] <Malignant_Manor> Is there even stuff like that in WoU?
[23:13:01] <Yuv422> the system can handle multiple usecode event types
[23:13:15] <Yuv422> at the moment it's only standard 'use' type events
[23:13:30] <Yuv422> the others just return false in the has_usecode check
[23:22:03] <Malignant_Manor> I need to look into finishing up for a release.
[23:23:47] <Yuv422> hehe yeah.
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