[09:15:30] <Dominus> I vote for a starting screen to be bale to select which game to play
[09:22:48] <Dominus> Malignant, I only had time to test now, unfortunately with my first snapshot, dated 12-07-21, there is already no text in the portrait/status screen
[09:23:09] <Dominus> (only in the lower screen which says loaded and the character name)
[09:24:44] <Dominus> https://dl.dropboxusercontent.com/u/7737184/savage.png
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[17:37:36] <Malignant_Manor> Dominus: the problem with the font missing is that SE is using a U6 font file if it is in the Savage directory.
[17:48:13] <Malignant_Manor> Oh, the font is U6.CH. If you copy it to the savage directory, the font will show.,
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[19:27:10] <Malignant_Manor> Yuv422: The SE font issue is explained in the logs.
[19:27:46] <Yuv422> hey Malignant_Manor
[19:27:50] <Yuv422> yeah just read that now
[19:27:59] <Yuv422> that makes sense
[19:28:50] <Yuv422> I just got some more gfx from daniel
[19:29:25] <Malignant_Manor> We should have better event handling for cutscenes.
[19:29:42] <Malignant_Manor> We should be able to quit properly.
[19:29:50] <Yuv422> cool
[19:30:11] <Malignant_Manor> alt-f4, cmd-q, or clicking close
[19:30:23] <Malignant_Manor> I don't know a nice way of implementing it.
[19:31:05] <Malignant_Manor> What new graphics do you have?
[19:31:20] <Malignant_Manor> Have you messed with your new text gui yet?
[19:31:45] <Yuv422> I'd imagine the quit by window x doesn't work because we have the custom signal handler
[19:32:08] <Yuv422> I'm working on it now
[19:33:18] <Malignant_Manor> I can only get a quit hack by using nscript_input_poll. It's pretty horrible.
[19:38:43] <Yuv422> http://imagebin.org/275765
[19:39:10] <Malignant_Manor> We have a new font?
[19:40:07] <Yuv422> yeah we might want to stick with a recolourised version of the original font
[19:40:58] <Yuv422> http://imagebin.org/275766
[19:40:59] <Malignant_Manor> What are we going to do about the missing SE font that was (I read) a system font?
[19:41:52] <Yuv422> yeah for the new gui we just re color the existing font
[19:42:04] <Yuv422> gotta fix the se original ingame font too
[19:42:24] <Malignant_Manor> Yeah, the spacing is all wrong.
[19:43:37] <Malignant_Manor> Wait, maybe that was MD
[19:44:47] <Malignant_Manor> The views seem to use the same text font as the msg scroll.
[19:50:03] <Malignant_Manor> MD has the same problem with using the U6 font in the views. MD has its own font but it wasn't used.
[20:28:52] <Malignant_Manor> Yuv422: Maybe we should probably load bmp tiles instead of hard coded tiles.
[20:29:43] <Yuv422> yeah
[20:30:05] <Malignant_Manor> There are 4 files with hardcoded tiles that I know of.
[20:30:29] <Yuv422> I'd like to write a index bmp file loader
[20:30:46] <Malignant_Manor> CommandBar.cpp, MapWindow.cpp, TileManager.cpp, and ContainerWidgetGump.cpp
[20:30:50] <Yuv422> because that stuff works with 8 bit
[20:31:15] <Yuv422> sdl doesn't load indexed bmps :(
[20:31:25] <Yuv422> but writing an indexed bmp loader shouldn't be hard
[20:31:27] <Malignant_Manor> I'm pretty sure they all use the same default values.
[20:31:30] <Yuv422> just got to find the time
[20:32:05] <Malignant_Manor> I would like to have U6O tile support and support new actor tiles.
[20:32:42] <Malignant_Manor> Party members looking the same or like an enemy are horrible design choices by Origin.
[20:36:38] <Yuv422> yeah
[20:36:54] <Yuv422> the actor frames in se are a bit dodgy
[20:37:29] <Malignant_Manor> What do you mean?
[20:38:54] <Malignant_Manor> If you mean people looking the same, U6 had the same problem. I think MD might have been better with party members being unique.
[20:40:27] <Yuv422> true
[20:44:01] <Yuv422> I'm off now
[20:44:09] <Yuv422> cya
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[23:30:52] <Malignant_Manor> Dominus: I'm looking at the U6O tiles
[23:31:16] <Dominus> yes, replace the red dirt with something better!!!!!
[23:33:04] <Malignant_Manor> There will be a lot of missing tiles that need expanded. Someone will need to code it. I am just putting numbers to tiles and figuring palette swap logic.
[23:34:19] <Malignant_Manor> Palette swapped objects just seem to have multiple frames for U6O.
[23:34:19] <Malignant_Manor> They seemed to screw up shore tiles and put 0 (transparent) for the water in them.
[23:34:20] <Malignant_Manor> There might be other tiles that go underneath in another file.
[23:34:39] <Malignant_Manor> I can't look at the code for this because of license reasons.
[23:35:07] <Dominus> :(
[23:35:48] <Malignant_Manor> They didn't really follow how the original did things.
[23:36:15] <Malignant_Manor> I remember the combat takes forever and you are forced to grind enough xp to pickpocket.