#nuvie@irc.freenode.net logs for 8 Dec 2013 (GMT)

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[04:15:50] <Malignant_Manor> Yuv422: I think you forgot to test SE view alignment. You can see some border covered up.
[04:16:29] <Malignant_Manor> I believe it is in all views but don't have that computer on atm.
[04:18:34] <Malignant_Manor> Clicking the actor or container frame in the inventory widget is off on the x axis in SE and I think MD. I'm pretty sure this was before your changes but a quick look didn't reveal what was needed to fix it.
[04:25:13] <Yuv422> hey Malignant_Manor
[04:25:21] <Yuv422> yeah I'm looking at SE views now
[04:25:37] <Yuv422> and SE portrait backgrounds
[04:26:40] <Yuv422> I think I might also put in the logic for MD/SE usecode
[04:26:47] <Yuv422> script calls
[04:29:45] <Yuv422> se has location based background images for portraits
[04:33:53] <Malignant_Manor> Is it location coordinates or just npcs that are generally in a location have the same background?
[04:35:20] <Malignant_Manor> Should I add container shape info to SE and MD so that containers can be used or should that wait until it is done in lua?
[04:35:55] <Malignant_Manor> (This would have to wait until tomorrow anyway. I'm getting ready for bed.)
[04:40:54] <Yuv422> it's the location of the actor at the time
[04:41:33] <Yuv422> it's also has night/day backgrounds for the wilderness areas
[04:41:59] <Yuv422> yeah maybe hold off on md/se use stuff
[04:44:33] <Malignant_Manor> Holding off is why a lot of stuff never got implemented.
[04:44:41] <Yuv422> true
[04:44:55] <Malignant_Manor> So much hard coded data.
[04:46:04] <Malignant_Manor> like that lovely jar code that I added.
[04:46:59] <Malignant_Manor> I can't think of any other obj that changes frames when an obj is added or taken away from the container.
[04:48:02] <Yuv422> yeah I guess we should have add to container lua script hooks
[04:48:27] <Yuv422> but if that's the only object that does that then it's probably ok to leave it like that
[04:50:29] <Malignant_Manor> I have no idea how to go about implementing the usecode/U6ObjectTypes.h file stuff in a nice way.
[04:51:10] <Yuv422> that's what I'm going to try to do
[04:51:15] <Yuv422> for MD/SE
[04:51:23] <Yuv422> and optionally for U6
[04:51:42] <Yuv422> so we can rewrite usecode in script for U6 if we want in the future
[04:52:13] <Malignant_Manor> Then there's the weapon/armor data, etc.
[04:53:12] <Malignant_Manor> Lots of stuff if time and inclination is found.
[05:01:46] <Malignant_Manor> That gives you a reason to contact assur and see if he did anything like that.
[05:01:59] <Malignant_Manor> Well, I'm off to bed.
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