#nuvie@irc.freenode.net logs for 4 Mar 2013 (GMT)

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[20:40:07] <Malignant_Manor> Yuv422: I can sometimes cancel the SpellViewGump and stay in input mode (cast directly). With the gump closed, the game will crash when you hit enter (and I think cancel)
[20:40:28] <Yuv422> hmm that's not good
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[20:40:53] <Yuv422> can you replicate the problem?
[20:41:01] <Malignant_Manor> Off and on
[20:41:35] <Malignant_Manor> It had gotten to cancelAction and called view_manager->close_spell_mode()
[20:41:48] <Malignant_Manor> Then there was an unknown function call
[20:43:43] <Yuv422> yeah the action state transitions have always been a bit flaky
[20:44:35] <Malignant_Manor> http://pastebin.com/jGJBnVcm
[20:45:55] <Malignant_Manor> The easiest way to reproduce is to keep pressing c, and space while right clicking where the gump pops up.
[20:46:13] <Malignant_Manor> This is pretty easy to reproduce,
[20:52:42] <Yuv422> I'm knee deep in ending stuff at the moment ;0
[21:21:19] <Malignant_Manor> The doll widget doesn't show the dragged tile properly when the screen is offset. It keeps the tile in the corner where the game would be if not offset.
[21:22:14] <Malignant_Manor> Nevermind, I found the issue.
[21:23:22] <Yuv422> :)
[21:23:55] <Malignant_Manor> It didn't have screen_get_width/height used.
[21:25:19] <Malignant_Manor> Is there a nice way to make dragged widgets not screw up the black background when dragged?
[21:25:44] <Yuv422> you could force a full redraw
[21:25:52] <Yuv422> or maintain a backing state
[21:26:04] <Yuv422> on the dragged widget
[21:26:35] <Yuv422> the problem with that is that usually the whole map gets redrawn anyway
[21:26:49] <Yuv422> so most of the time maintaining a backing state is a waste
[21:27:18] <Yuv422> maybe we could do a full redraw if the dragged widget leaves the mapwindow area
[21:28:49] <Yuv422> I'm just about to checkin
[21:32:09] <Malignant_Manor> It's weird that the dragged tile doesn't cause artifacts.
[21:33:02] <Yuv422> yeah I think that does a full screen redraw
[21:33:13] <Yuv422> or it has the backing store
[21:34:08] <Malignant_Manor> If forcing a full redraw, you would need to specify new_style since container gumps can be used in orig_style
[21:35:00] <Yuv422> could you do it in the DraggableView
[21:36:13] <Malignant_Manor> I have no idea what to do though. orig_style also has issues with the msgScroll and some views having artifacts.
[21:36:26] <Malignant_Manor> I think the back storing would be best.
[21:37:18] <Dominus> THIS IS THE END!!!!
[21:37:35] <Malignant_Manor> full_redraw works for fullscreen_map though.
[21:49:00] <Malignant_Manor> Does the command line only show the virtue msg?
[21:50:10] <Yuv422> hehe
[21:50:42] <Malignant_Manor> I don't understand if(argc > 6 && strcmp(argv[3], "5") == 0)
[21:51:06] <Yuv422> that's how the original worked
[21:51:17] <Yuv422> so the command line args to get the end sequence are
[21:51:31] <Yuv422> ./nuvie gametype --end 5 years months days
[21:51:43] <Yuv422> so ./nuvie U6 --end 5 1 2 3
[21:51:56] <Yuv422> for finishing the game in 1 year 2 months and 3 days
[21:52:14] <Yuv422> not sure why they needed the '5' argument
[21:52:25] <Malignant_Manor> Why didn't you show it when double clicking on the vortex cube?
[21:52:34] <Yuv422> I thought it would be nice to add the virtue message
[21:52:36] <Yuv422> I will
[21:52:48] <Yuv422> just haven't got to that yet
[21:53:01] <Malignant_Manor> So only the first sentence if finished
[21:53:04] <Yuv422> and I wanted an easy way to test it while I'm developing :)
[21:53:08] <Yuv422> hehe yeah
[21:53:11] <Yuv422> sorry
[21:53:21] <Yuv422> I'm working on the palette cycling next
[21:53:49] <Yuv422> I've got to center up that text too
[21:54:18] <Yuv422> It's still got a fair way to go
[21:54:22] <Yuv422> but it is getting there
[21:54:37] <Malignant_Manor> We've got armor values in at least 3 places. Range/damage are horrible redundant too. Dungy was asking about armor values on the forum.
[21:54:50] <Yuv422> ah k
[21:55:12] <Yuv422> yeah that stuff was originally in C code then I moved most of it into the actor.lua script
[21:55:17] <Yuv422> I've got to go now
[21:55:33] <Yuv422> cya
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