#nuvie@irc.freenode.net logs for 9 Jul 2012 (GMT)

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[01:06:41] <-- Malignant_Manor has left IRC (Quit: ChatZilla [Firefox 13.0.1/20120614114901])
[06:26:04] <CIA-35> nuvie: 03malignantmanor * r1402 10/nuvie/trunk/ (7 files in 3 dirs):
[06:26:04] <CIA-35> nuvie: * Fix inventory up arrow not working in U6 because of missing return
[06:26:04] <CIA-35> nuvie: * Add SE move command inside the inventory containers (unfinished),
[06:26:04] <CIA-35> nuvie: breaking items, stackable items, and reduced weight items
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[09:17:08] <CIA-35> nuvie: 03efry * r1403 10/nuvie/trunk/ (5 files in 2 dirs):
[09:17:08] <CIA-35> nuvie: * Fixed typo when unpacking thrown container object.
[09:17:08] <CIA-35> nuvie: * Fixed bug "Character creation is borked" [3541458]
[09:17:08] <CIA-35> nuvie: * Removed check for game type from Font class. This was causing a segfault
[09:17:08] <CIA-35> nuvie: when it was called by the Cutscene scripting. This is called before Game is instanciated.
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[11:37:02] <CIA-35> nuvie: 03efry * r1404 10/nuvie/trunk/ (3 files in 3 dirs): * Added Daniel's latest roof tileset. We now have a roof on LB's castle and walls around Trinsic.
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[20:51:21] <CIA-35> nuvie: 03malignantmanor * r1405 10/nuvie/trunk/ (6 files in 3 dirs):
[20:51:21] <CIA-35> nuvie: * Fix x-ray in roof mode
[20:51:21] <CIA-35> nuvie: * Fix some needless view changes.
[20:51:21] <CIA-35> nuvie: * Fix intro main menu exiting if you input a key before the loop starts
[20:51:21] <CIA-35> nuvie: * Use Grave '`' (SDL_BACKQUOTE) to change combat mode when in inventory view
[20:51:22] <CIA-35> nuvie: * Use forward slash '/' (SDLK_KP_DIVIDE) to change to party view
[20:51:22] <CIA-35> nuvie: * Don't allow control cheat in combat mode
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[21:18:53] <Yuv422> hi Malignant_Manor
[21:18:58] <Malignant_Manor> Hi
[21:59:07] <CIA-35> nuvie: 03efry * r1406 10/nuvie/trunk/ (ChangeLog MapWindow.cpp data/maps/u6/roof_map_00.dat):
[21:59:07] <CIA-35> nuvie: * Fixed bug "Some windows aren't usable" [3541709]
[21:59:07] <CIA-35> nuvie: * Removed stray tile from roof tile map.
[22:00:20] <Yuv422> whoops, I forgot to bump the revision number in the Changelog
[22:00:43] <Malignant_Manor> Not a big deal
[22:01:06] <Malignant_Manor> I should be fixing a sky position bug
[22:01:26] <Malignant_Manor> maybe
[22:02:15] <Yuv422> the sun/moons appearing below the land?
[22:02:21] <Malignant_Manor> yeah
[22:03:12] <Malignant_Manor> Should have a fix. I just didn't remove enough
[22:03:31] <Yuv422> cool
[22:05:54] <Malignant_Manor> It is fixed.
[22:26:26] <Malignant_Manor> I'm fixing >>roof mode corrupts map window background when moused over
[22:40:03] <Yuv422> cool thanks
[22:40:14] <Malignant_Manor> I'm not sure I can fix it.
[22:40:22] <Malignant_Manor> I'm trying something though
[22:40:44] <Yuv422> have a look at how the ambient lighting handles the issue
[22:41:19] <Malignant_Manor> I think I have it, I just need to get the right values and know where to not blit.
[22:41:30] <Yuv422> cool
[22:41:39] <Yuv422> I think it is an 8 pixel border
[22:42:13] <Malignant_Manor> was too much to remove on the top
[22:50:35] <Malignant_Manor> Doesn't look like it is going to happen.
[22:51:31] <Malignant_Manor> ambient uses blit(x+i*16,y+j*16,surface],8,16,16,16,true,game->get_map_window()->get_clip_rect());
[22:51:52] <Malignant_Manor> Roof tiles use SDL_BlitSurface(roof_tiles, &src, surface, &dst);
[22:52:09] <Yuv422> does blitsurface take a clipping rect?
[22:52:22] <Malignant_Manor> I have no idea
[22:52:53] <Malignant_Manor> int SDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);
[22:53:36] <Yuv422> hmm
[22:53:53] <Yuv422> yeah that might be tricky
[23:01:10] <Yuv422> I've got to go now
[23:01:11] <Yuv422> cya
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