#nuvie@irc.freenode.net logs for 5 Mar 2013 (GMT)

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[13:03:05] <DominusExult> THE END IS NEAR!!!
[13:03:13] <Yuv422> hehe
[13:03:17] <Yuv422> hey DominusExult
[13:03:20] <Yuv422> yeah
[13:03:27] --- DominusExult is now known as Dominus
[13:03:36] <Dominus> how is the baby? how is sleep?
[13:04:11] <Yuv422> baby's going well
[13:04:20] <Yuv422> sleep not so much :(
[13:04:51] <Yuv422> he's sleeping for about 1/2 hour at a time at the moment
[13:04:55] <Dominus> the first part is the important one. Getting good sleep only happens for a select few :)
[13:05:07] <Yuv422> yeah
[13:05:25] <Yuv422> he's feeding well
[13:05:34] <Yuv422> and putting on weight
[13:06:49] <Dominus> amazing how much one puts into the "putting on weight" :)
[13:08:37] <Yuv422> he was only 1.97kg when he was born
[13:08:52] <Dominus> oh, was he that early?
[13:09:35] <Yuv422> 4 weeks early
[13:10:06] <Yuv422> he's 3.7kg now
[13:11:02] <Dominus> that's a good weight :)
[13:11:06] <Yuv422> yeah
[13:11:21] <Yuv422> I'm off to bed now
[13:11:27] <Yuv422> cya
[13:11:28] <Dominus> good night
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[18:07:55] <Malignant_Manor> Dominus, I'm actually getting the mouse to work in the intro.
[18:29:55] <Dominus> *that* is really helpful. it's one of the things that makes one wonder what's wrong...
[18:30:22] <Dominus> hmm, all other things you do are also helpful, don't mind the highlighted "that" :)
[18:30:27] <Malignant_Manor> Main menu is done as is clicking to continue text.
[18:30:47] <Malignant_Manor> I'm on create character.
[18:32:22] <Malignant_Manor> I'll probably have to ask Eric to get the proper cursor showing (and adjust offsets).
[19:32:38] <Malignant_Manor> I really hate the way they setup the video.
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[20:13:05] <Yuv422> hey Malignant_Manor
[20:13:12] <Malignant_Manor> Hi
[20:13:35] <Yuv422> just read the logs
[20:13:36] <Malignant_Manor> I've got the mouse working in the intro but getting the game cursor to show isn't working.
[20:13:49] <Yuv422> hmm
[20:15:01] <Yuv422> we might need to redorer things a bit
[20:15:09] <Yuv422> reorder
[20:15:26] <Yuv422> so we can get the cursor object
[20:15:54] <Malignant_Manor> We'd also need to have show and hide function calls from lua.
[20:16:17] <Yuv422> yeah that shouldn't be a problem
[20:16:45] <Yuv422> I don't think SE and MD have mouse support in their intro though
[20:17:12] <Malignant_Manor> Is there any use for differentiating between mouse buttons? The only thing I can think of is going backwards through portraits through right clicks.
[20:17:43] <Malignant_Manor> No, SE and MD don't but Nuvie should have it.
[20:17:58] <Yuv422> I guess it comes down to can you be bothered adding different click support
[20:18:23] <Malignant_Manor> It didn't take too long, it is just annoying working out offsets.
[20:18:42] <Yuv422> cursor offsets
[20:18:52] <Yuv422> or the sprite offsets?
[20:18:53] <Malignant_Manor> I even have the mouse motion selection of menu indexes.
[20:19:16] <Malignant_Manor> sprite offsets for where cursor clicks are valid
[20:19:39] <Yuv422> ah yes that would be fiddlely
[20:25:25] <Malignant_Manor> I just uploaded the changes.
[20:26:49] <Malignant_Manor> Screen offsets aren't used for the text in the creation screen.
[20:27:15] <Malignant_Manor> (when selecting your name)
[20:28:40] <Malignant_Manor> Crap, I didn't save the correct changelog message.
[20:28:52] <Yuv422> hmm I don't know about the changes to nscript_input_poll
[20:29:17] <Yuv422> related to the menu_type
[20:29:43] <Yuv422> I think that logic should be in the script
[20:29:52] <Malignant_Manor> It's hard coded but I don't really have anything better.
[20:30:35] <Yuv422> could you create a new mouse_poll function in script
[20:31:16] <Yuv422> and do a get_mouse_x get_mouse_y
[20:31:34] <Yuv422> brb
[20:32:12] <Malignant_Manor> Or maybe a new poll function in the script that will return when mousemotion happens.
[20:32:56] <Malignant_Manor> That I like.
[20:56:40] <Malignant_Manor> Yuv422: Is there any reason why quitting the main menu doesn't actually exit the game
[20:56:52] <Malignant_Manor> It does journey onwards
[21:15:07] <Yuv422> hmm
[21:15:30] <Yuv422> I think that might have been because the script doesn't signal a return type
[21:16:11] <Yuv422> so there is no way to differentiate between quitting and journeying onwards
[21:17:16] <Malignant_Manor> I've removed the hard coding and I've fixed the wrong text position. http://pastebin.com/G4cnisjM
[21:17:53] <Malignant_Manor> I'm not sure if the text fix is a good fix.
[21:24:16] <Yuv422> I think we need to fix the logic behind sprite text display
[21:24:56] <Malignant_Manor> I'm not sure of other areas where it is a problem atm.
[21:25:02] <Yuv422> if(s->text.length() > 0)
[21:25:02] <Yuv422> {
[21:25:02] <Yuv422> font->drawString(screen, s->text.c_str(), s->x, s->y);
[21:25:03] <Yuv422> }
[21:25:11] <Yuv422> in ScriptCutscene::Display
[21:25:21] <Yuv422> isn't adjusting for x/y offset
[21:25:59] <Malignant_Manor> Okay, I noticed other strings working out fine and didn't see it in the sprite creation code.
[21:35:23] <Dominus> he he, I had noticed that quitting in the menu didn't quit, but didn't think much of it :)
[21:39:33] <Malignant_Manor> Yuv422: I've added your text fix.
[21:48:15] <Yuv422> thanks Malignant_Manor
[21:48:21] <Yuv422> I've got to go now
[21:48:46] <Yuv422> Dominus: yeah quitting was pretty low on my priorities at the time I was doing it
[21:48:49] <Yuv422> cya
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