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[20:33:40] <Malignant_Manor> There's a new version of Cppcheck (1.57).
[20:47:12] <Yuv422> hey Malignant_Manor
[20:47:14] <Yuv422> ah k
[20:47:17] <Malignant_Manor> Hi
[20:47:24] <Yuv422> does it find any new issues?
[20:48:21] <Malignant_Manor> One I made recently that is an error/warning. There was an uninitialized variable "game" in the new command bar (I think).
[20:48:57] <Yuv422> ah k
[20:50:02] <Malignant_Manor> Here's a patch to add to your working copy. http://pastebin.com/s82BS0BX
[20:50:33] <Yuv422> cool thanks
[20:50:43] <Yuv422> I'm about to commit some more changes
[20:51:07] <Yuv422> I've done some more work on the gump system
[20:51:18] <Yuv422> walking is now disabled when gumps are open
[20:52:05] <Yuv422> I'm also adding a short cut icon to the doll gump from the container gump
[20:52:19] <Malignant_Manor> Is that for key handling reasons?
[20:53:23] <Yuv422> the walk restriction?
[20:54:17] <Malignant_Manor> Yeah
[20:54:23] <Yuv422> I just thought it made more sense because you don't want to open a container on the map then walk away and still grab objects from it
[20:55:17] <Malignant_Manor> I added a distance and blocking check awhile ago to prevent exploits.
[20:55:30] <Yuv422> ah k
[20:57:35] <Malignant_Manor> Is there a way to switch between gumps with a keyboard yet?
[20:57:57] <Yuv422> no not yet
[20:58:56] <Yuv422> I also changed the new message scroll logic
[20:59:06] <Yuv422> it always stays on top now
[20:59:19] <Yuv422> so you can see messages over the gumps :)
[21:00:06] <Malignant_Manor> One problem with fullscreen_map is that some spells can be cast in the inventory and if there is no gump showing, there is likely no way to cast the spell there.
[21:00:30] <Malignant_Manor> Most times, it would be in the way when open.
[21:00:35] <Yuv422> tab should bring up the container gump
[21:04:37] <Malignant_Manor> Yes, it does.
[21:04:47] <Malignant_Manor> Does tab work in the container gump now?
[21:05:19] <Yuv422> at the moment it just brings up the gump
[21:05:36] <Yuv422> I was wondering if I should make it do something else too
[21:05:50] <Yuv422> like switch between gumps on screen
[21:05:57] <Yuv422> or close the gump again
[21:05:58] <Malignant_Manor> Yeah
[21:06:31] <Malignant_Manor> switch between
[21:07:01] <Malignant_Manor> We need hotkeys to open inventory though.
[21:07:17] <Yuv422> i
[21:07:29] <Yuv422> oh
[21:07:29] <Malignant_Manor> That's the doll.
[21:07:34] <Yuv422> you mean different inventory
[21:07:39] <Malignant_Manor> I figure it could be done like the original using the function keys.
[21:07:46] <Yuv422> cool
[21:08:16] <Yuv422> I've also started on a fix for pickpocket
[21:09:08] <Malignant_Manor> I'm not sure if all party inventory should be tied to one gump instance though.
[21:09:56] <Yuv422> you can open multiple inventory gumps by clicking on the inventory button on the doll gump
[21:09:56] <Malignant_Manor> It would probably be less gump clutter. Gumps on the map would need to be separate though.
[21:14:15] <Malignant_Manor> Tje original interface was definitely much less complicated. Of course, this had the huge cost of having a large chunk of the screen missing because things are on the screen all the time.
[21:24:22] <Yuv422> ok I've commited my changes now
[21:28:47] <Malignant_Manor> What happens with containers on the map? Do they also have the doll button?
[21:29:06] <Yuv422> no they shouldn't have any buttons
[21:34:36] <Malignant_Manor> It's got to be really hard to see what that new button is on handhelds but I don't see a nice way to do it.
[21:35:15] <Yuv422> yeah and it's not helped by my dodgy drawing
[21:35:40] <Yuv422> you can use the mouse scroll wheel to scroll through the party inventories
[21:35:43] <Malignant_Manor> The contrast isn't very high.
[21:36:16] <Yuv422> yeah might need to revisit the icons
[21:36:52] <Malignant_Manor> It's fine on bigger screens at 2x and lower pixel density.
[21:37:22] <Malignant_Manor> How much code change is needed for Dingus?
[21:37:54] <Yuv422> the main think that I need to change is the number format in lua
[21:38:08] <Yuv422> at the moment lua uses doubles for all numbers
[21:38:23] <Yuv422> and the dingoo doesn't have hardware floating point
[21:38:35] <Yuv422> so I hacked it to use int instead of double
[21:38:58] <Yuv422> it will compile and run with zero code change
[21:39:14] <Yuv422> but the speed is terrible. 3-4 fps
[21:39:41] <Malignant_Manor> I can't remember if any actual floating point is used.
[21:40:18] <Yuv422> the only thing I can think of is the weight
[21:40:31] <Yuv422> but that would be handled with fixed point
[21:40:48] <Yuv422> but I'm holding off doing any changes to that stuff
[21:40:58] <Yuv422> till at least after this next release
[21:41:18] <Malignant_Manor> I added one in there but I can't remember if it used 0-255 or the decimal value.
[21:41:53] <Yuv422> I had to replace the lua random function too
[21:41:58] <Yuv422> as it used doubles
[21:43:00] <Malignant_Manor> Do you get the full 20 fps on the Dingo?
[21:44:14] <Yuv422> almost
[21:44:21] <Yuv422> after my hacks
[21:44:51] <Malignant_Manor> That's probably at daytime in uncrowded areas.
[21:45:23] <Yuv422> I think if I convert some of the high use lua code back to C it will be playable
[21:45:48] <Malignant_Manor> I think flee uses too much cpu.
[21:45:50] <Yuv422> but that's a job for later :)
[21:46:33] <Yuv422> yeah the translation from asm wasn't very efficient
[21:47:02] <Malignant_Manor> Birds caused slowdown when throttling cpu down low even in otherwise low density areas.
[21:47:36] <Yuv422> I must admit I like running through the bird and watching them scatter
[21:48:27] <Malignant_Manor> The good thing is handhelds keep getting more efficient. Of course, they like to keep raising the resolution.
[21:48:41] <Yuv422> ok I've connected up the F-keys to the new inventory gumps
[21:49:02] <Yuv422> yeah
[21:49:15] <Yuv422> I'm doing the dingoo port for fun
[21:49:29] <Yuv422> I think people might actually want an android port though ;-)
[21:49:40] <Dominus> iOS!!!!
[21:49:49] <Yuv422> hehe
[21:49:57] <Yuv422> hey Dominus
[21:50:01] <Malignant_Manor> Touchscreen blasphemy
[21:50:02] <Dominus> hi
[21:50:18] <Yuv422> I'm also going to look at adding open-gl support
[21:50:29] <Yuv422> which should help the handhelds
[21:50:37] <Dominus> yes that would help
[21:50:39] <Yuv422> and fix the fullscreen issues on os x
[21:53:43] <Yuv422> ok I've just added the F-key gump fix
[21:53:57] <Malignant_Manor> It would be nice to support for more resolutions, adding more to the game window than fullscreen currently has will cause the world wrap crash on roofs to reappear and maybe the blacking crash too.
[21:56:18] <Malignant_Manor> (Actually, I can't remember for sure if the roof crash was dependent on game window size.)
[21:57:35] <Yuv422> yeah that code needs to be able to support arbitrary window sizes
[21:57:43] <Malignant_Manor> There's always more to be done.
[21:58:56] <Malignant_Manor> Nice, the inventory is actually restricted to one per character.
[22:01:14] <Malignant_Manor> There's currently no way to move items out of containers to the parent container with the mouse. (bag inside of inventory to basic inventory, etc)
[22:03:15] <Yuv422> yeah
[22:03:22] <Yuv422> I was wondering how to handle that
[22:03:41] <Yuv422> maybe open bags in a new gump
[22:05:02] <Malignant_Manor> That could work or you could do like the original did and have the container on top to move it out.
[22:19:11] <Yuv422> you can also try out the new pickpocket logic in the latest commit
[22:19:36] <Yuv422> I need to fix up the gump a bit when in pickpocket mode but it mostly works
[22:19:52] <Yuv422> I need to force the gump to include readied items
[22:20:00] <Yuv422> and disable the buttons
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[22:50:58] <Malignant_Manor> Actor dolls could probably be added to keys too.
[22:51:44] <Malignant_Manor> Probably shift, ctrl, or alt with the function keys or numbers.
[22:52:04] <Yuv422> good idea :)
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[22:53:18] <Malignant_Manor> I was thinking of adding these before but didn't know how much it would change since the container and doll gumps still leak.
[22:54:49] <Yuv422> yeah the leaks should be fixed now
[22:56:04] <Malignant_Manor> They were still there in the latest build.
[22:56:46] <Yuv422> In 1620?
[22:57:31] <Malignant_Manor> yes
[22:58:30] <Yuv422> hmm I thought I fixed the gump leaks
[22:58:40] <Yuv422> which one is still leaking?
[22:59:36] <Malignant_Manor> Doll gump and inventory
[23:01:48] * Yuv422 looks
[23:03:37] <Yuv422> the doll gump calls close_gump() which marks the widget as deleted
[23:03:53] <Yuv422> it should then get cleaned up when the GUI does its next pass.
[23:04:44] <Malignant_Manor> What triggers cleanup?
[23:05:50] <Yuv422> when you add another widget
[23:06:33] <Malignant_Manor> Nothing seems to remove it from memory.
[23:07:19] <Malignant_Manor> Isn't there some code that adds graphics twice to due to the gump closing?
[23:07:39] <Malignant_Manor> or cleanup
[23:08:07] <Yuv422> they should be deleted in GUI:: AddWidget(GUI_Widget *widget)
[23:08:39] <Yuv422> and in CleanupDeletedWidgets()
[23:10:23] <Yuv422> I'm just running it in valgrind to check now
[23:14:49] <Yuv422> it's not freeing the SDLSurface for the gumps
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[23:52:34] <Malignant_Manor> The status gump leaks too. (I forgot to test it before.)
[23:53:00] <Yuv422> I've just checked in some fixes for the gump leaks
[23:55:17] <Malignant_Manor> Okay, CIA is missed.
[23:55:26] <Yuv422> yeah :(
[23:55:47] <Malignant_Manor> WJP could update exultbox to do it.
[23:55:56] <Yuv422> :)
[23:57:50] <Malignant_Manor> Gemrb would be the only project to really need it though.
[23:58:22] <Yuv422> why's that?
[23:58:30] <Malignant_Manor> I think they use GIT so merges are much nicer than SVN.
[23:58:56] <Malignant_Manor> Gemrb has more active development and more developers working simultaneously.
[23:59:10] <Yuv422> ah k