#nuvie@irc.freenode.net logs for 2 Sep 2012 (GMT)

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[04:47:45] <CIA-90> nuvie: 03efry * r1571 10/nuvie/trunk/ (10 files in 4 dirs):
[04:47:45] <CIA-90> nuvie: * Fixed bug in SleepEffect class.
[04:47:45] <CIA-90> nuvie: * Fixed some memory leaks when shutting down.
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[05:41:28] <Yuv422> hey Malignant_Manor
[05:41:37] <Malignant_Manor> hi
[05:41:48] <Malignant_Manor> I noticed I forgot to delete keybinder.
[05:42:21] <Yuv422> I thought I'd run nuvie in valgrind for a bit before release
[05:42:30] <Malignant_Manor> I looked and Exult doesn't seem to delete it on exit. It only deletes it on load.
[05:42:48] <Yuv422> there are still some shutdown leaks that need fixing but I cleaned up the easy ones
[05:43:01] <Malignant_Manor> We should really follow Exult's excellent memory handling.
[05:43:22] <Malignant_Manor> I want Nuvie using over 100k memory by next release.
[05:43:45] <Yuv422> :)
[05:44:10] <Yuv422> I check a load and we didn't seem to leak which was good
[05:44:53] <Yuv422> I've got to go through the changelog and write up the release notes
[05:45:12] <Malignant_Manor> I think the new conversation gump leaks. Of course, it is doesn't work quite right yet either.
[05:45:30] <Yuv422> yeah I only tested in original mode
[05:45:47] <Yuv422> I wonder how much I should talk about fullmap mode in the release notes?
[05:46:25] <Yuv422> We don't want people thinking that it is stable and fully implemented
[05:46:45] <Malignant_Manor> I'm not sure. It isn't enjoyably playable.
[05:50:47] <Malignant_Manor> I improved the container and doll widget so that items can be selected for events. Containers should now be stable to equip or move items back and forth.
[05:51:18] <Yuv422> I might say that we have started on an experimental fullmap mode
[05:51:20] <Malignant_Manor> Unfortunately, there is the possible crash on load because the gumps stay open.
[06:01:02] <Malignant_Manor> There's a new version of cppcheck.
[06:01:11] <Yuv422> ah k
[06:01:23] <Malignant_Manor> It is giving warnings about %d in format string (no. 2) requires a signed integer given in the argument list.
[06:01:34] <Malignant_Manor> It's in multiple areas.
[06:02:12] <Yuv422> I wonder if there is a escape char for unsigned int?
[06:02:49] <Malignant_Manor> snprintf and sprintf
[06:14:42] <Malignant_Manor> %u probably
[06:14:50] <Yuv422> ah k
[06:16:22] <Yuv422> http://pastebin.com/Zh9ZSXLC
[06:16:38] <Yuv422> can you think of anything I missed?
[06:16:53] <Yuv422> that needs pointing out
[06:17:13] <Yuv422> I'll write up some text about the game being beatable now
[06:17:22] <Yuv422> and the number of code commits
[06:18:34] <Malignant_Manor> * Overhaul of interface logic including the optional ability to manipulate objects anywhere on the screen, similar to Ultima 7. Removed lots of interface bugs.
[06:18:46] <Malignant_Manor> I'm not sure on the wording though.
[06:20:01] <Malignant_Manor> * Added key binding system from Exult, but only the main keys used on the map are currently changeable.
[06:20:23] <Yuv422> with optional new U7 like interface
[06:20:26] <Malignant_Manor> Again, I'm not sure how to describe it in the best way possible.
[06:20:49] <Malignant_Manor> That works.
[06:22:21] <Yuv422> Added key binding system for in-game commands from Exult.
[06:23:04] <Malignant_Manor> It is confirmed that the Ultima 6 is able to be completed without the need to skip plot or cheat. (then probably add comment about ending cut scene is still missing)
[06:23:46] <Yuv422> cool, yeah I'll mention the lack of an end sequence
[06:24:19] <Malignant_Manor> Of course, I really haven't confirmed that recent changes haven't broken anything.
[06:24:37] <Yuv422> yeah that's ok
[06:24:48] <Malignant_Manor> Since I didn't play test after a freeze.
[06:25:20] <Yuv422> I'm sure we can get some others to try doing a play through too
[06:25:29] <Yuv422> of the new 0.4 release
[06:25:51] <Yuv422> I went back through my bug saves and checked that they all worked correctly
[06:26:01] <Yuv422> vehicle stuff etc
[06:26:09] <Yuv422> I might try a few spells too
[06:26:15] <Yuv422> before cutting the release
[06:27:12] <Yuv422> I'll also go through the intro cut scenes / new game logic.
[06:28:05] <Yuv422> I tested the vehicles and resting
[06:29:46] <Yuv422> I'm going afk for awhile
[06:29:48] <Yuv422> bbl
[06:29:51] <Malignant_Manor> okay
[06:30:11] <Malignant_Manor> I'm looking through the changelog. Lots of commits.
[06:34:12] <Malignant_Manor> Palette cycling and animation is frozen. I didn't make clean before compiling though. This also happened recently, but again, it wasn't a clean build.
[06:42:07] <Malignant_Manor> I think it is caused by the powder keg.
[06:43:20] <Malignant_Manor> Another problem is that animation pausing isn't reset on game load either.
[06:50:39] <Malignant_Manor> Explosion spell has the same issue.
[07:14:59] <Yuv422> palette cycling is working for me
[07:15:21] <Yuv422> water is animated and magic items pulse in my inventory
[07:16:07] <Malignant_Manor> It breaks on my end after explosion spell or powder keg.
[07:16:38] <Yuv422> ah k
[07:17:00] <Yuv422> it's probably pausing anims
[07:17:48] <Yuv422> you're right. good spotting
[07:17:48] <Yuv422> better fix that
[07:18:10] <Yuv422> it probably doesn't even need to pause animations while exploding
[07:18:22] <Malignant_Manor> I think the original does.
[07:18:50] <Malignant_Manor> That's might be for performance reasons.
[07:19:03] <Yuv422> yeah probably
[07:19:37] <Malignant_Manor> Nuvie is horribly bloated by old DOS game standards.
[07:20:44] <Yuv422> it pauses world/anims and user
[07:20:51] <Yuv422> but doesn't unpause anims
[07:21:44] <Yuv422> I'll commit the fix now
[07:23:25] <CIA-90> nuvie: 03efry * r1572 10/nuvie/trunk/ (ChangeLog Effect.cpp): * Fixed issue with explosion effect not unpausing animations once done.
[07:29:31] <Malignant_Manor> Both unpack_talk.cpp and unpack_portraits.cpp use MD as the gametype for SE and MD.
[07:32:29] <Yuv422> is that for unpacking the lib files?
[07:33:01] <Malignant_Manor> I haven't read the code other than that logic.
[07:38:10] <Malignant_Manor> I quickly changed the unsigned integer warnings.
[07:38:21] <Yuv422> cool
[07:41:29] <CIA-90> nuvie: 03malignantmanor * r1573 10/nuvie/trunk/ (7 files in 2 dirs): * Fix warnings about using a signed integer instead of an unsigned integer
[07:42:31] <Malignant_Manor> Oh, the website needs updated.
[07:43:04] <Yuv422> righto
[07:44:04] <Malignant_Manor> Wait on that a sec.
[07:44:28] <Yuv422> ok
[07:49:10] <Malignant_Manor> I somehow really screwed up some tags.
[07:49:48] <Malignant_Manor> Are you going to make any more commits?
[07:50:05] <Malignant_Manor> If so, I can give you the patch.
[07:50:29] <Yuv422> I might just check with wjp, Dominus and Kirben to make sure we're building ok on the various platforms
[07:51:33] <wjp> hm?
[07:51:57] <Yuv422> hey wjp
[07:52:01] <wjp> hi :-)
[07:52:48] <wjp> builds for me
[07:53:02] <Yuv422> cool thanks
[07:53:42] <Malignant_Manor> I'm going to be bed in a bit.
[07:54:02] <Yuv422> righto
[07:54:04] <wjp> the gargoyles don't show up immediately on game start anymore?
[07:54:37] <Yuv422> that's no good
[07:54:46] <Yuv422> should probably fix that
[07:54:48] <Malignant_Manor> I thought that only happened on loading the save labeled new save.
[07:55:29] <Malignant_Manor> https://sourceforge.net/tracker/?func=detail&aid=3547487&group_id=76419&atid=547063
[07:55:42] <wjp> happens for me when going through the gypsy
[07:55:52] <Yuv422> I'll take a look at it
[07:56:16] <wjp> they indeed pop up after walking out of the room
[07:56:20] <Malignant_Manor> Oh, it is probably from my recent changes.
[07:56:27] <Yuv422> or mine
[07:56:31] <Yuv422> :)
[07:56:50] <Yuv422> we only spawn every 8 tiles
[07:58:11] <Malignant_Manor> They only spawn when greater than 8 away when not teleporting.
[07:58:30] <Yuv422> I think we just need a call to spawn_eggs on load
[07:58:40] <Yuv422> with the teleport flag set to true
[07:59:43] <Malignant_Manor> Only on load of initial game creation though.
[08:00:03] <Yuv422> yeah
[08:00:58] <Malignant_Manor> Thanks a lot wjp.
[08:02:23] <Malignant_Manor> Well, I'm off to get ready for bed.
[08:02:43] <Yuv422> thanks for all your hardwork Malignant_Manor
[08:02:57] <Malignant_Manor> You're welcome.
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[08:27:37] <CIA-90> nuvie: 03efry * r1574 10/web/trunk/templates/en/docs.template: Fixed html formatting on docs.template
[08:40:21] <CIA-90> nuvie: 03efry * r1575 10/nuvie/trunk/ (ChangeLog save/SaveGame.cpp): * Fixed bug "new save labeled save slot can load without gargoyles" [3547487]
[08:44:29] <wjp> works now when I go through the gypsy
[08:44:54] <wjp> not when I "journey onward" but to be honest I have no idea which state that is in exactly :-)
[08:45:23] <Yuv422> yeah that one is probably an original savegame
[08:45:41] <Yuv422> all new games shouldn't have the problem
[08:46:40] <Yuv422> thanks for finding that one. That wouldn't have looked good if we released with the issue
[09:30:19] <Kirben> nuvie still builds fine under mingw too.
[09:49:19] <Yuv422> Kirben: cool thanks for checking.
[12:41:50] <CIA-90> nuvie: 03efry * r1576 10/nuvie/trunk/ (5 files in 3 dirs):
[12:41:50] <CIA-90> nuvie: * Fixed bug "Trinsic stable only front of horse is created by egg" [3564008]
[12:41:50] <CIA-90> nuvie: Changed U6 actor detection logic in spawn_egg().
[12:41:50] <CIA-90> nuvie: * Allow eggs to spawn actors with worktype 0.
[13:22:19] <CIA-90> nuvie: 03efry * r1577 10/nuvie/trunk/ (ChangeLog nuvie.cpp): * Official release 0.4
[13:22:58] <Yuv422> Kirben: would you be able to make the official 0.4 win32 release?
[13:28:10] <CIA-90> nuvie: 03efry * r1578 10/nuvie/trunk/README: Bump version in readme
[13:29:46] <Kirben> Yes
[13:29:55] <Yuv422> cool thanks
[13:39:50] <Yuv422> Dominus: Would you be able to make a 0.4 release build for OS X? I'm having a bit of trouble with Xcode at the moment on my machine.
[13:48:55] <Yuv422> Thanks Kirben
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[14:10:11] <CIA-90> nuvie: 03efry * r1579 10/web/trunk/ (news/2012090201.xml templates/en/downloads.template): 0.4 release
[14:14:03] <Yuv422> Dominus: I used one of your snapshot dmgs
[14:18:06] <Yuv422> I'm off to bed now
[14:18:07] <Yuv422> cya
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[14:45:46] <Dominus> yuv, you could have waited a bit longer. the dmg has the title snapshot and I need to check the plist.. this evening, I'll make a good release build :)
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[18:01:39] <CIA-90> nuvie: 03dominus * r1580 10/nuvie/trunk/XCodeBuild/English.lproj/InfoPlist.strings: Bumped version in the OS X bundle info
[18:06:51] <Dominus> Eric, when you take the current snapshot and rename the dmg file the tile will read "Nuvie 0.4"
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[19:43:30] <Malignant_Manor> Dominus1: Has WtF Dragon been contacted?
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[19:54:07] <Dominus> Malignant_Manor: not by me
[19:54:18] <Dominus> I *suspect* eric did though
[19:54:30] <Malignant_Manor> Okay
[19:55:42] <Dominus> but you can contact him anyway, I'm sure he won't mind :)
[19:56:02] * Dominus is off catching up on the tv series his gf doesn't like...
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[22:35:45] <Dominus> Yuv422: did you see my earlier comment about a new better snapshot for the release?
[22:35:56] <Yuv422> hey Dominus
[22:36:14] * Yuv422 looks
[22:37:02] <Yuv422> I repackaged the dmg to change the volume name to Nuvie - 0.4
[22:37:11] <Yuv422> I didn't think about the plist though
[22:37:44] <Yuv422> Does it compile ok for you in the xcode gui?
[22:37:55] <Dominus> ah, ok, the plist can be ignored then, I think
[22:37:58] <Yuv422> I'm getting errors about duplicate references to SDL_main
[22:38:19] <Dominus> haven't touched xcode in a while because it was always a bit of a hassle
[22:42:24] <Dominus> fails for me at linking and even though it doesn't say so, it seems to point at main
[22:42:51] <Dominus> ah yes, duplicate symbol SDL_main
[22:45:10] <Dominus> must have crept in there *recently* since the time when I made the autotool stuff work, since it used to work before
[22:45:20] <Dominus> I hope it wasn't me...
[22:50:44] <Dominus> I'm off, good night
[22:52:14] <Yuv422> cya
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