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[00:38:43] <EsBee-Eks> hi eric!
[00:38:48] <Yuv422> hi
[00:38:57] <Yuv422> MsgScroll is really close now
[00:39:12] <EsBee-Eks> nice that you come in now because i have a question
[00:39:23] <Yuv422> what's that?
[00:39:27] <EsBee-Eks> cool
[00:40:08] <EsBee-Eks> i want to enable the u6 mouse pointers
[00:40:14] <Yuv422> hmm
[00:40:21] <EsBee-Eks> and got a class working
[00:40:28] <EsBee-Eks> but just one problem
[00:40:48] <Yuv422> is the class part of GUI
[00:41:03] <EsBee-Eks> no, though I can put it wherever you want
[00:41:18] <EsBee-Eks> how can I capture a portion of the screen under the pointer so I can reblit it when the mouse is moved?
[00:41:25] <EsBee-Eks> for cleanup
[00:41:43] <Yuv422> interesting question
[00:41:59] <EsBee-Eks> calling GUI::Display(true) is too slow
[00:42:09] <Yuv422> maybe we should add a method into Screen for that
[00:42:12] <EsBee-Eks> i just want to redraw a small square
[00:42:20] <EsBee-Eks> hmm yeah that sounds like where it would go
[00:42:25] <EsBee-Eks> where I looked for it
[00:42:47] <Yuv422> you'll want to get it from the unscaled buffer
[00:43:02] <EsBee-Eks> ok
[00:43:14] <EsBee-Eks> yeah the cursor draws at the unscaled location
[00:43:23] <Yuv422> cool
[00:43:37] <Yuv422> is your keyboard movement slower?
[00:43:42] <EsBee-Eks> it basically works now except for that, and that its not changing the pointer when it goes over certain things
[00:44:02] <EsBee-Eks> since I imposed a movement delay, you aren't just noticing that I hope?
[00:44:13] <Yuv422> yes
[00:44:15] <EsBee-Eks> its not jumpy here
[00:44:16] <Yuv422> :(
[00:44:21] <EsBee-Eks> its like the original or faster
[00:44:33] <Yuv422> strange
[00:44:45] <Yuv422> maybe I was used to a faster movement
[00:44:52] <EsBee-Eks> heh, maybe
[00:44:54] <EsBee-Eks> however I admit that since my cpu is so slow the timing could be off
[00:44:57] <EsBee-Eks> you might want to tweak it
[00:45:00] <EsBee-Eks> Event::move()
[00:45:07] <Yuv422> righto
[00:45:12] <Yuv422> thanks I'll have a play
[00:45:20] <Yuv422> also I thought I was going crazy
[00:45:30] <EsBee-Eks> unless it is something else causing it
[00:45:46] <EsBee-Eks> the mouse cursor movement uses the same delay, from Player::get_walk_delay()
[00:46:03] <EsBee-Eks> so you might want to play with those numbers first
[00:46:12] <Yuv422> righto
[00:46:22] <Yuv422> I'll finish MsgScroll first. ;)
[00:46:29] <EsBee-Eks> k
[00:46:44] <EsBee-Eks> there is a bugreport that I'm just fixing now
[00:46:59] <Yuv422> Yeah I saw that one.
[00:47:03] <EsBee-Eks> we don't have a real way do detect containers do we?
[00:47:24] <Yuv422> if(obj->container)
[00:47:26] <EsBee-Eks> it may just be by obj_n, because I dont see and tileflags
[00:47:46] <EsBee-Eks> that method is not sufficient
[00:47:54] <Yuv422> why's that?
[00:47:56] <EsBee-Eks> because obj->container is only set if the object had contained items when loaded
[00:48:07] <EsBee-Eks> not for bags you buy or find that are empty
[00:48:33] <Yuv422> shouldn't you then see an empty bag?
[00:48:39] <Yuv422> it's still a container
[00:48:47] <EsBee-Eks> you can see it but you cant use it
[00:49:02] <EsBee-Eks> all the "move into/look into container" stuff tests for obj->container
[00:49:14] <Yuv422> or are you only interested in non-empty containers?
[00:49:21] <Yuv422> what is the problem exactly?
[00:49:29] <EsBee-Eks> that you cant put anything in an empty container
[00:49:34] <EsBee-Eks> or switch to it in inventory
[00:49:42] <EsBee-Eks> if it was empty on load
[00:49:52] <Yuv422> ah I see
[00:49:55] <Yuv422> ;)
[00:50:25] <Yuv422> :-( that means we need a list of possible container objects.
[00:50:40] <EsBee-Eks> the vortex cube has a special function for it
[00:50:50] <EsBee-Eks> it says "Only moonstones can go into the Vortex Cube."
[00:51:00] <Yuv422> cool
[00:51:36] <Yuv422> maybe we could have an obj_manager method is_container(obj_n) ?
[00:52:03] <Yuv422> or when we make the object
[00:52:22] <Yuv422> we could initialize the container part for container objects
[00:52:39] <Yuv422> that would require an obj_manager->new_obj method
[00:53:30] <EsBee-Eks> there is a new_obj global
[00:53:50] <EsBee-Eks> should it be part of obj_manager?
[00:54:06] <Yuv422> what do you think?
[00:54:14] <Yuv422> I'd say probably
[00:54:28] <Yuv422> as it needs to know the game type
[00:54:31] <EsBee-Eks> I don't know :)
[00:54:34] <Yuv422> for the container lookup list
[00:54:44] <EsBee-Eks> but I don't see why not
[00:54:53] <Yuv422> we might subclass obj_manager one day for the other game types
[00:54:56] <EsBee-Eks> as it is now I don't use that, just "new Obj"
[00:55:10] <EsBee-Eks> oh right, the list
[00:55:23] <EsBee-Eks> we should subclass tilemanager sometime
[00:55:52] <Yuv422> bags and other containers don't have a wierd quality do they?
[00:56:13] <Yuv422> maybe the game knows how to make a container via that?
[00:57:03] <EsBee-Eks> no wierd quality, though some containers do I think that is their "health"
[00:57:13] <Yuv422> ah k
[00:57:34] <EsBee-Eks> nm the health is quantity, no wierd quality
[00:57:55] <EsBee-Eks> that is why it used to say "Thou dost see 30 oaken door."
[00:58:05] <Yuv422> the new MsgScroll has a lot of STL in it. ;)
[00:58:24] * Yuv422 attackes oaken door with Glass Sword!
[00:59:07] <EsBee-Eks> a bit overkill
[00:59:07] <EsBee-Eks> now you have no door and no sword
[00:59:15] <Yuv422> :(
[00:59:33] <Yuv422> but I now have a room full of treasure!
[01:00:26] <EsBee-Eks> do you remember if objects taken from the bodies in the catacombs would appear inside the burial shelf?
[01:00:26] <EsBee-Eks> lol
[01:00:28] <EsBee-Eks> i saw that chest monster yesterday, strange
[01:01:16] <Yuv422> yeah the chest monster is cool
[01:01:42] <Yuv422> yet another Actor type to implement. ;)
[01:02:37] * EsBee-Eks waits for his browser to load.
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[01:04:09] <Yuv422> how does click to input highlighted words sound to you?
[01:04:52] <SB-X> it sounds great
[01:04:55] <SB-X> it was on my personal wishlist
[01:05:23] <Yuv422> well it should be reality soon
[01:05:28] <SB-X> what
[01:05:31] <SB-X> wow
[01:05:36] <SB-X> is the new msgscroll easy to work with?
[01:05:44] <Yuv422> want a preview?
[01:06:04] <SB-X> ok
[01:06:07] <SB-X> yes
[01:06:17] <SB-X> what about click to input any word?
[01:06:23] <SB-X> it shouldnt treat the color special
[01:06:50] <Yuv422> that would probably be easier
[01:07:12] <SB-X> u6 had an option to disable the colored keywords
[01:07:28] <SB-X> and in some cases they would say things that were keywords but not highlighted
[01:07:37] <SB-X> though in that case you could just type it too
[01:08:08] <SB-X> are you making it send the input immediately or just put it in but not send it?
[01:08:45] <Yuv422> hmm not sure yet
[01:08:56] <Yuv422> probably just place it in the input buffer
[01:09:35] <Yuv422> but I guess people would want it to send automaticaly
[01:10:35] <SB-X> I would want it not to send, but see how that is more intuitive, like hyperlinks
[01:11:11] <SB-X> right now if you right click it will send whatever is in the buffer
[01:11:25] <Yuv422> ah k
[01:11:44] <Yuv422> I've still got to fix that stuff for the new system
[01:12:35] <SB-X> it shouldnt have its own HandleEvent like it does now
[01:12:58] <SB-X> because it overrides important stuff done in GUI_Widget::HandleEvent
[01:13:05] <Yuv422> right
[01:13:27] <Yuv422> how should it recieve input?
[01:13:37] <Yuv422> receive
[01:13:52] <SB-X> KeyDown?
[01:13:58] <Yuv422> hehe yeah
[01:14:03] <SB-X> i think you can get unicode from that
[01:14:14] <SB-X> or you can just copy the handle_input over
[01:14:22] <SB-X> that is sort of what it does now
[01:14:32] <SB-X> HandleEvent, if event is KeyDown, call handle_input
[01:14:44] <SB-X> so you'd just be removing a step
[01:15:02] <SB-X> omg all this spam
[01:15:16] <Yuv422> hehe
[01:15:29] <SB-X> no point using my mail address in private message it seems everyone already knows it
[01:16:10] <Yuv422> :-(
[01:16:16] <Yuv422> I get a lot of spam too
[01:16:38] <SB-X> when you get a chance can you go to eb 87 1
[01:16:53] <SB-X> and look at the dead body to the left
[01:17:34] <Yuv422> righto. my copy is in between compiles ATM
[01:18:30] * Yuv422 stubs it up so it compiles
[01:19:31] <Yuv422> Look-Thou dost
[01:19:36] <Yuv422> see remains. It
[01:19:43] <Yuv422> weighs 0.0
[01:19:46] <Yuv422> stones.
[01:19:51] <SB-X> you get a dagger?
[01:19:58] <Yuv422> Searching here,
[01:20:05] <Yuv422> you find a dagger
[01:20:07] <Yuv422> .
[01:20:16] <Yuv422> :)
[01:20:20] <SB-X> im thinking more in mapwindow
[01:20:38] <SB-X> but nice quoting
[01:20:42] <Yuv422> the dagger sits ontop of the wall
[01:20:50] <SB-X> should the dagger be inside the shelf?
[01:21:03] <SB-X> yeah
[01:21:23] <Yuv422> have a look at the original
[01:38:58] <Yuv422> input display is almost done
[01:39:17] <Yuv422> just got to fix the cursor being pushed off the righthand side
[01:39:22] <Yuv422> on a full line
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[01:48:01] <Yuv422> hi Kirben
[01:48:09] <Kirben> Hi
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[01:52:49] <Yuv422> hi wjp
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[01:59:21] <SB-X> cvs updated
[01:59:49] <Yuv422> cool
[02:00:15] * Yuv422 waits for his cvs email
[02:00:56] <Yuv422> SB-X is racking up the CVS commits. :-)
[02:01:06] <Yuv422> lots of cool stuff going in.
[02:02:27] <SB-X> hope its stable
[02:02:47] <Yuv422> hehe I can input text in runic in talk mode
[02:02:55] <SB-X> hrmm
[02:02:57] <Yuv422> by first typing '<'
[02:02:57] <SB-X> interesting feature
[02:03:02] <Yuv422> then my text
[02:03:19] <SB-X> the conversion is working well then?
[02:03:35] <Yuv422> yes.
[02:03:47] <Yuv422> or no depending on how you look at it. ;-)
[02:04:57] <SB-X> random npc: Sorry, I don't know anything about "|\-| _| +|+ <>- -".
[02:05:06] <Yuv422> hehe
[02:05:08] <SB-X> and those symbols are supposed to be runic
[02:05:19] <SB-X> best I can do on one line
[02:05:36] <Yuv422> you can speak in gargoylian to
[02:05:41] <Yuv422> just use lowercase
[02:06:07] <Yuv422> we should probably keep U6 specific parts out of Screen
[02:06:24] <SB-X> my cvs messages probably dont have to be so big
[02:06:40] <SB-X> whats in screen?
[02:06:41] <Yuv422> so we might load the cursor bitmaps in from elseware
[02:06:46] <SB-X> oooh
[02:06:48] <SB-X> cursor
[02:06:49] <SB-X> heh
[02:07:00] <SB-X> should the cursor stuff be in GUI?
[02:07:08] <Yuv422> the cursor display stuff can be in Screen
[02:07:15] <SB-X> its in cursor
[02:07:20] <Yuv422> but the loading of the cursor images should probably be elseware
[02:07:33] <SB-X> what about setting it
[02:07:37] <SB-X> gui->set_pointer()
[02:07:42] <SB-X> or screen->set_pointer()
[02:07:50] <Yuv422> probably gui
[02:07:55] <Yuv422> what do you think?
[02:08:04] <SB-X> I have no opinion
[02:08:28] <SB-X> well I don't want to change it now so I'd leave it in screen
[02:08:33] <SB-X> until it is finished at least
[02:08:38] <Yuv422> righto
[02:09:04] <Yuv422> it would be cool if we could have custom nuvie cursors too. :)
[02:10:01] <SB-X> yeah we could
[02:10:09] <SB-X> what kind of customized ones would there be?
[02:10:31] <Yuv422> hehe not sure yet
[02:10:45] <Yuv422> just a thought
[02:11:31] <SB-X> animated avatar
[02:11:44] <SB-X> for select savegame
[02:11:54] <Yuv422> :)
[02:49:41] <SB-X> so about grabbing a part of the visible screen
[02:49:53] <SB-X> how to do that?
[02:50:01] <Yuv422> hmm
[02:50:55] <Yuv422> you'll need to get it out of surface
[02:51:13] <SB-X> i tried get_sdl_surface but maybe I'm blitting it incorrectly because it didnt display correct
[02:51:26] <SB-X> or maybe i need to get the pixels instead
[02:51:32] <Yuv422> yeah
[02:51:46] <Yuv422> but do you need it as 8bit or native?
[02:52:35] <SB-X> native
[02:53:00] <SB-X> well it shouldnt matter if the source image is 8bit (all of u6 graphics)
[02:54:01] <SB-X> oh a serious error
[02:54:12] <SB-X> if you move the cursor off the screen to the right or bottom it crashes
[02:54:28] <SB-X> trying to draw offscreen
[02:54:30] <Yuv422> Ouch
[02:54:49] <SB-X> should Cursor prevent that by limiting cursor position or should Screen prevent those blits?
[02:55:18] <SB-X> or use some clip rect
[02:58:38] <Yuv422> IIRC you can blit with a cliprect
[02:58:42] <Yuv422> in screen
[02:58:53] <Yuv422> but I'm not sure if it handled overshoot
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[03:31:33] <Yuv422> Token at (7,24) = Compendium
[03:31:33] <Yuv422> Token at (11,24) = I
[03:31:33] <Yuv422> Token at (2,25) = sent."
[03:31:33] <Yuv422> Token at (4,23) = contained
[03:31:33] <Yuv422> Token at (11,23) = in
[03:32:08] <Yuv422> I got this by clicking on words in the MsgScroll. ;)
[03:33:36] <Yuv422> I'll feed all the alpha chars into the input buffer now
[03:41:13] <Yuv422> cool clicking on words now adds them to your input
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[04:10:22] <Yuv422> cool I can scroll the MsgScroll backbuffer. :)
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[04:26:00] <sbx> this isn't work, I don't know what I'm doing
[04:26:29] <Yuv422> :(
[04:27:27] <sbx> ill send you a screenshot
[04:29:43] <sbx> in the bottom right is the test area where im redrawing a part of the screen
[04:29:52] <sbx> maybe you know what is being done wrong
[04:36:18] <Yuv422> can you resend your dcc
[04:36:50] <sbx> it is sending
[04:36:52] <Yuv422> heh whoops I was looking at the wrong nick
[04:37:02] <Yuv422> you change it so often. ;)
[04:37:15] <sbx> hheh
[04:37:19] * sbx kicks IRC.
[04:38:21] <Yuv422> weird
[04:39:14] <Yuv422> were you trying to draw that much
[04:39:20] <Yuv422> or just 16x16
[04:39:40] <sbx> 32x32
[04:40:00] <Yuv422> right
[04:40:07] <sbx> various bpp and pitch
[04:40:49] <Yuv422> what were you trying to draw?
[04:41:19] <sbx> Surface::pixels
[04:41:41] <sbx> or Screen::get_sdl_surface->pixels
[04:42:08] <Yuv422> shouldn't you be using surface
[04:42:52] <sbx> ?
[04:43:02] <Yuv422> Screen:surface
[04:43:15] <sbx> thats what i meant by Surface
[04:43:25] <sbx> sorry
[04:43:28] <Yuv422> ah k
[04:43:56] <Yuv422> how are you blitting it back to the screen?
[04:45:30] <sbx> screen->blit(280, 160, pixels from RenderSurface or get_sdl_surface, surface->format->BitsPerPixel, 32, 32, surface->pitch, false);
[04:46:24] <Yuv422> hehe
[04:46:41] <Yuv422> I don't actually think blit can blit anything other than 8bit
[04:47:22] <Yuv422> :(
[04:47:33] <sbx> blit16?
[04:47:46] <Yuv422> that blits 8 bit source to a 16bit surface
[04:47:53] <sbx> oh its protected
[04:48:07] * sbx tries to convert
[04:48:43] <Yuv422> convert?
[04:48:59] <sbx> the src image to 8bit
[04:51:13] <Yuv422> no point in doing that
[04:51:20] <sbx> looks the same
[04:51:35] <Yuv422> as you might be caching the lightmap
[04:52:44] <Yuv422> which isn't 8 bit
[04:53:55] <Yuv422> how are you getting the backingstore in the firstplace?
[04:54:21] <Yuv422> are you using the correct pitch etc
[04:54:33] <Yuv422> for the surface bit depth
[04:54:36] <Yuv422> packing
[04:58:20] <sbx> surface->pitch
[04:59:58] <Yuv422> yup
[05:10:47] <sbx> you recognize what causes that effect?
[05:12:27] <Yuv422> looks like some sort of padding issue
[05:12:51] <Yuv422> are you trying to blit 16 bit data as 8 bit?
[05:13:04] <Yuv422> or are you storing 8 bit as 16 bit?
[05:13:06] <sbx> yes probably
[05:13:15] <sbx> trying to blit 16 bit as 8 bit
[05:13:35] <Yuv422> I don't think you should bother converting
[05:13:47] <Yuv422> because was can't do it in the end anyway
[05:13:56] <Yuv422> as the surface is never going to be 8 bit
[05:14:05] <sbx> oh I'm not, I mean I'm just blitting it as is
[05:14:08] <Yuv422> because of the alphamap lighting
[05:14:24] <Yuv422> ah k
[05:14:24] <sbx> but blit only does 8bit
[05:14:29] <sbx> right?
[05:14:31] <Yuv422> yes
[05:14:42] <sbx> so it is trying to blit 16 bit as 8bit
[05:15:29] <Yuv422> it looks closer than the first image. :)
[05:15:58] <Yuv422> that's a lot of rings you've got in your inventory BTW. ;)
[05:16:30] <sbx> haha
[05:16:36] <sbx> well you know, they come in handy,
[05:16:56] <sbx> whats interesting is in U6 if you wear a ring while already wearing a ring, it still does the "go invisible" effect
[05:17:15] <sbx> and if you remove one and your still wearing one it does the "go visible" effect
[05:18:04] <Yuv422> hehe we both know that U6 has many many bugs. ;)
[05:19:34] <sbx> someday I am going to play and use only money in locked chests at shops
[05:20:28] <Yuv422> ;)
[05:20:40] <sbx> and abuse the magic lock -> unlock any door bug excessively
[05:20:56] <sbx> didn't know about it when I originally played
[05:21:18] <Yuv422> how about the unlimited carry bags bug
[05:21:57] <Yuv422> or should I call them tardis bags. ;-)
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[05:33:33] <SB-X> how do i get the unscaled surface?
[05:38:15] <Yuv422> hmm I'm not sure it there is a method to get it
[05:40:24] <SB-X> I can add one
[05:40:29] <SB-X> if I know what to return
[05:41:03] <Yuv422> surface
[05:41:48] <Yuv422> maybe you should make a method that returns a backingstore
[05:41:52] <Yuv422> given a rect
[05:42:01] <Yuv422> then you can make a blit backingstore method
[05:42:22] <Yuv422> so the outside world doesn't need to know about the unscaled surface at all.
[05:42:42] <Yuv422> it just stores a unsigned char *backingstre
[05:42:44] <SB-X> oh surface is what im already getting
[05:42:45] <Yuv422> backingstore
[05:43:08] <SB-X> hmm
[05:43:22] <Yuv422> it would make things simpler
[05:43:26] <Yuv422> and probably cleaner
[05:43:40] <SB-X> stores it on Screen?
[05:43:42] <Yuv422> we could add backing stores to other widgets then too
[05:43:56] <Yuv422> huh?
[05:44:52] <SB-X> oh returns it ok
[05:45:04] <SB-X> and whats a backingstore?
[05:45:33] <SB-X> that might help me :)
[05:45:58] <Yuv422> a backingstore is the name for the screen data that you store so you can blit it back after you've finished doing what you want to do
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[05:46:10] <luteijn> hi
[05:46:14] <Yuv422> does that make sense
[05:46:15] <Yuv422> hi
[05:46:29] <SB-X> hi luteijn
[05:46:31] <Yuv422> luteijn: I like your nuvie docs
[05:46:33] <Yuv422> :)
[05:46:38] <SB-X> me too
[05:47:18] <luteijn> :) I'll try to get more work done on them then.
[05:47:39] <Yuv422> cool
[05:48:14] <Yuv422> luteijn: you should checkout the webpage from cvs
[05:48:25] <luteijn> Isn't there any build in 'hardware' mouse cursor stuff in the graphics lib to handle all this stuff you're just talking about?
[05:48:57] <SB-X> no SDL can do bitmap cursors
[05:48:59] <Yuv422> sdl only supports bitmap cursors
[05:49:05] <Yuv422> hehe
[05:49:12] <luteijn> Yuv422: module name is web?
[05:49:22] <Yuv422> yes
[05:50:22] <luteijn> okay, got my while loop set up to spam cvs until it wants to reply..
[05:50:36] <Yuv422> hehe
[05:51:17] <Yuv422> SB-X: did my backingstore explanation help?
[05:51:34] <SB-X> isn't that what I am doing now, except without the rect
[05:51:43] <Yuv422> yes
[05:51:47] <Yuv422> most probably
[05:51:57] <SB-X> k i get it
[05:52:00] <SB-X> so we move that into screen
[05:52:04] <Yuv422> yes
[05:52:15] <Yuv422> then pass out the data to the caller
[05:52:22] <luteijn> the bitmap cursor is not enough for what you want to do with cursors? I can't remember the U6 cursor being that complicated.. anyway, what about taking a look at what happens when you 'drag' an inventory item around, and stealing code from there, or isn't that doing it the 'smart' way?
[05:52:27] <Yuv422> and the caller don't need to know what the data does
[05:52:40] <SB-X> it redraws the entire GUI when you drag
[05:52:44] <Yuv422> :(
[05:52:46] <SB-X> from what I can tell
[05:52:49] <Yuv422> yes
[05:53:05] <luteijn> ah so you're actually trying to make that smarter as well..
[05:53:17] <Yuv422> luteijn: when we say bitmap we mean single color cursors
[05:53:18] <SB-X> well i'm not touching that
[05:53:34] <SB-X> what I'm going to do is pretty simple once I can get the screen area blitted in the correct format
[05:54:12] * Yuv422 is just writing the MsgScroll Destructor
[06:03:44] <Yuv422> I'm going to clean up all the warnings
[06:03:54] <Yuv422> which means removing all the unsued variables
[06:04:06] <Yuv422> SB-X: is there any you want to keep?
[06:09:15] <SB-X> no
[06:21:27] <SB-X> suddenly I'm very tired
[06:21:41] <SB-X> possibly due to the time I've been awake
[06:21:41] <SB-X> bbl
[06:21:56] <Yuv422> k
[06:30:58] --> armav has joined #nuvie
[06:31:06] <Yuv422> hi armav
[06:31:09] <luteijn> hi
[06:31:21] <armav> lo
[06:38:41] <Yuv422> I think it's time to trow the new MsgScroll into cvs. ;-)
[06:38:48] <Yuv422> trow/throw
[06:43:27] <-- armav has left IRC ("Client Exiting")
[06:44:58] <luteijn> hmm cvs still doesn't liek to talk to me... :(
[06:45:08] <Yuv422> :(
[06:45:38] <Yuv422> yeah the anonymous SF cvs servers are a bit flaky
[06:45:42] <luteijn> anyway, I got the basic idea of the website module from looking at the web based cvs browser.
[06:45:51] <Yuv422> ah k
[06:46:48] <luteijn> working copy of the document is now at www.luteijns.net/nuvie/documentation.html should be a drop in replacement for the current template file in cvs.
[06:48:37] <Yuv422> I'm about to commit the new config sample
[06:48:45] <Yuv422> with the default set to original
[06:49:41] <luteijn> okay, I'll get rid of the note about that then.
[06:49:47] <Yuv422> :)
[07:13:05] <Yuv422> ok the new MsgScroll is in cvs now
[07:13:25] <Yuv422> who knows when it will making it into anonymous cvs? :(
[07:13:43] <luteijn> or when anoncvs will let me talk to it...
[07:14:15] <luteijn> what's next?
[07:15:42] <Yuv422> well MsgScroll still needs a bit of work
[07:16:00] <Yuv422> I might fix some issues that have been bugging me
[07:16:08] <Yuv422> some things with worktypes
[07:16:27] <Yuv422> merge adrians sound patch in too.
[07:18:52] <Yuv422> is there anything you want to see luteijn?
[07:19:46] <luteijn> blue moongates. But that would mean getting the time working
[07:20:11] <luteijn> improvements to scattering the spawned temp actors
[07:20:38] <Yuv422> SB-X has put in some scattering code
[07:20:50] <Yuv422> I haven't looked at it closely yet
[07:21:04] <Yuv422> we also need to fix the egg manager
[07:21:22] <Yuv422> to add the new info SB-X found about egg->quality
[07:21:28] <luteijn> a call to whatever is called when moving so eggs spawn when you teleport somewhere, not the move after...
[07:21:41] <Yuv422> yes
[07:21:46] <Yuv422> that bugs me too
[07:21:48] <Yuv422> hehe
[07:22:28] <luteijn> spell support.. shouldn't be too hard to set up casting, even if the spells themselves are only stub functions
[07:23:05] <Yuv422> we'll need a spellbook view
[07:24:53] <luteijn> I guess you can just start by implementing the 'c' key, and then accepting syllables (cvpf<enter> to cast an explosion), without actually implementing the spellbook view?
[07:25:56] <Yuv422> It's probably better to work on the spellbook from the start
[07:26:23] <Yuv422> I think spells can wait for a bit
[07:26:34] <Yuv422> till we get some other stuff out of the way
[07:26:40] <Yuv422> like combat
[07:26:52] <Yuv422> and saving
[07:27:40] <Kirben> Isn't Nuvie going to use music from data files ? patch on tracker has external files.
[07:28:10] <Yuv422> yes but they are in a nonstandard midi format
[07:28:20] <Yuv422> so we can only really play them in adplug
[07:28:55] <Yuv422> so I guess adrian used the mt32 midi files so he could use SDLMixer
[07:39:12] <Kirben> I think it would be better to use music from data files, those bundled mids don't sound close to dosbox output at all.
[07:39:58] <Kirben> Adlib output and mt32 emulation of dosbox seems much better.
[08:02:59] <Yuv422> We'd probably have to use adplug then
[08:07:06] <Kirben> Would that matter ? they sound good with adplay of adplug.
[08:07:19] <Yuv422> I guess not
[08:07:39] <Yuv422> it's just one more thing people have to download and compile. :(
[08:12:35] <Kirben> Well that would be the same with sdl_mixer, although I guess sdl_mixer is included in more distros.
[08:13:41] <Kirben> Could intergrate required adplug sources into nuvie, but that would be more work.
[08:14:22] <Yuv422> maybe we could take the ultima file part out of adplug and strap it into nuvie
[08:14:34] <Yuv422> then play the audio through sdl_mixer
[08:15:01] <Yuv422> I guess we can require adplug for music and configure it out if the user doesn't have it installed
[08:57:33] <luteijn> Hmm, something seems to be wrong with keeping track of ownership of items. drop orb of the moons, leave dungeon, come back, get orb, 'stealing'
[09:22:06] <servus> Yuv422: I really really tried to commit the config sample, but I could never get into CVS
[09:43:26] <Yuv422> luteijn: strange, orb should have ok to take set
[09:43:32] <Yuv422> servus: np
[09:43:49] <luteijn> perhaps it is reset when I leave the dungeon and the come back later?
[09:44:02] <Yuv422> I won't think so
[09:44:14] <Yuv422> it would be altered on drop
[09:44:15] <Yuv422> maybe
[09:45:02] <Yuv422> yeah it's just on drop
[09:46:07] <luteijn> documenting the command-keys at the moment, looks like there is no keyboard drop command..
[09:46:56] <Yuv422> yeah
[09:47:08] <Yuv422> there wasn't any point when we couldn't select from the inventory
[09:47:16] <Yuv422> I guess that can go in now. :)
[09:48:29] <luteijn> also move doesn't play nice if you press tab... the cursor comes up in the inventory window, but also stays on the avatar. More observations at: http://www.luteijns.net/nuvie/ :)
[09:53:47] <Yuv422> that's looking great
[09:54:16] <Yuv422> you might want to stick your name on there someware
[09:54:27] <Yuv422> so people know who wrote it. :)
[09:54:50] <Yuv422> I like the favicon too. ;)
[09:55:14] <luteijn> feel free to grab it and put in the live website. I'll scribble my name in it one of these days I guess...
[09:55:46] <luteijn> hmm spellbook doesn't check if what you put in it is a spell.. It now holds my boots...
[09:56:09] <Yuv422> hehe
[09:56:19] <Yuv422> it is magic. ;)
[10:01:53] <luteijn> hmm the spell-type is determined by the quality of the spell, is there a list mapping those to names somewhere already?
[10:02:10] <Yuv422> probably not
[10:02:27] <Yuv422> actually I'm sure someone has it
[10:02:39] <Yuv422> in one of those cheat lists
[10:07:15] <luteijn> hmm the lists I found so far, no one bothered to actually make a list of spells. I guess it'l have to be manual work, although they might be ordered by alphabet/circle etc.
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[12:31:37] <Yuv422> ok eggs spawn when you load the game now
[12:31:54] <Yuv422> I've still got some MsgScroll page_break issues to sort out.
[12:31:57] <Yuv422> time for bed
[12:31:58] <Yuv422> cya
[12:31:59] <-- Yuv422 has left IRC ("BitchX: it does a body good")
[13:46:32] <luteijn> shopping done, lets look for a spell-list
[13:46:35] <-- luteijn has left IRC ("[BX] That's Mister BitchX to you")
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[19:36:08] <SB-X> luteijn: the spells start at line 303 of docs/ultima6/gamestrings.txt
[19:36:32] <SB-X> incantations are before that
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