Adam Perry | 1 Aug 2009 07:31
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Menu sounds

Non-main menus don't play menu sounds. Is there a bitset I'm missing to enable them?

--
"Today is victory over yourself of yesterday; tomorrow is victory over lesser men" -Miyamoto Musashi.

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Ralph Versteegen | 2 Aug 2009 02:00
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Re: Menu sounds

2009/8/1 Adam Perry <arperry <at> gmail.com>:
> Non-main menus don't play menu sounds. Is there a bitset I'm missing to
> enable them?
>
> --
> "Today is victory over yourself of yesterday; tomorrow is victory over
> lesser men" -Miyamoto Musashi.

They do for me; and there's no such bitset. Are you talking about
custom menus, or the built in menus?
Adam Perry | 2 Aug 2009 04:56
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Re: Menu sounds

On Sat, Aug 1, 2009 at 5:00 PM, Ralph Versteegen<teeemcee <at> gmail.com> wrote:
> 2009/8/1 Adam Perry <arperry <at> gmail.com>:
>> Non-main menus don't play menu sounds. Is there a bitset I'm missing to
>> enable them?
>>
>> --
>> "Today is victory over yourself of yesterday; tomorrow is victory over
>> lesser men" -Miyamoto Musashi.
>
> They do for me; and there's no such bitset. Are you talking about
> custom menus, or the built in menus?

Built-in menus called via plotscripting.

--

-- 
"Today is victory over yourself of yesterday; tomorrow is victory over
lesser men" -Miyamoto Musashi.
subversion | 4 Aug 2009 20:02
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SVN: james/2782 Update the attack editor's preview to use slices instead of loadsprite/d

james
2009-08-04 11:02:38 -0700 (Tue, 04 Aug 2009)
246
Update the attack editor's preview to use slices instead of loadsprite/drawsprite
This fixes the graphical corruption that happened each time you brought up the F1 help menu
from the attack editor

Gosh I love slices. They are made out of great.
---
U   wip/flexmenu.bas
Mike Caron | 4 Aug 2009 20:03
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Re: SVN: james/2782 Update the attack editor's preview touse slices instead of loadsprite/d

And reinforced with awesome?
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Subject: [Ohrrpgce] SVN: james/2782 Update the attack editor's preview touse slices instead of loadsprite/d
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james
2009-08-04 11:02:38 -0700 (Tue, 04 Aug 2009)
246
Update the attack editor's preview to use slices instead of loadsprite/drawsprite
This fixes the graphical corruption that happened each time you brought up the F1 help menu
from the attack editor

Gosh I love slices. They are made out of great.
---
U   wip/flexmenu.bas
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Mike Caron
bugzilla-daemon | 4 Aug 2009 20:13

[Bug 740] "Set portrait"


http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=740

--- Comment #1 from Adam Perry <arperry <at> gmail.com> 2009-08-04 11:13:46 PDT ---
Is this hard? Is this feasible? If here's not a chance that this will get done
anytime soon, I'd like to know.

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subversion | 4 Aug 2009 20:17
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SVN: james/2783 Update enemy editor to use slices for the preview.

james
2009-08-04 11:17:32 -0700 (Tue, 04 Aug 2009)
130
Update enemy editor to use slices for the preview.
Fixes graphical corruption when using F1 help.
... and reinforced with awesome
---
U   wip/flexmenu.bas
U   wip/subs.bas
subversion | 4 Aug 2009 20:24
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SVN: james/2784 Make sure to free the preview slices

james
2009-08-04 11:24:45 -0700 (Tue, 04 Aug 2009)
133
Make sure to free the preview slices
for both the Attack editor and the Enemy editor
when you exit out of them.
fixes a memory leak.
---
U   wip/flexmenu.bas
U   wip/subs.bas
bugzilla-daemon | 4 Aug 2009 20:29

[Bug 740] "Set portrait"


http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=740

--- Comment #2 from Bob the Hamster <Bob <at> HamsterRepublic.com> 2009-08-04 11:29:22 PDT ---
I actually have some partial work for this in the current nightlies.

I am upgrading the text box system to be draw with slices. You can test it out
by pressing ~F8 to switch to the new textbox renderer. The only visible
difference right now is that the text appears all at once, not line-by-line.

Once I am satisfied with the new textbox renderer, I will turn it on by default
and remove the old one.

Then I can add a command like:

  get text box portrait slice

which would return a slice handle that you can manipulate as you please.

Another thing that is holding me up is that there will eventually be a heckofa
lot of different built-in slices like this, and I don't really like the idea of
having a separate hard-coded command for getting every single dang one of them.

... although for the specific case of the text box portrait, it is probably
okay, and I can worry about the general case later.

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James Paige | 4 Aug 2009 21:04
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an idea about layer safety

I have an idea I want to throw out for the other developers to comment 
on. I don't tknow if this is a good idea or not, but I am thinking out 
out here...

Eventually, various standard gui elements will be drawn using slices. I 
already have a partial implementation of drawing text boxes using 
slices.

I have two somewhat conflicting goals in doing this.

1) I want to make it easier for us as developers to maintain and extend 
the interface

2) I want to make it possible for game authors to tweak the interface 
with their scripts.

The reason I think these two goals could be at odds, is because once 
game authors start writing scripts that make assumptions about the 
tree-layout of the interface, those tree-layouts can't be changed 
without a risk of breaking games.

For example, suppose I implement:

  get text box portrait slice

which returns a handle to the portrait of the currently displaying text 
box.

An enterprising scripter might discover that they can get the text box 
container by doing

  parent slice(parent slice(get text box portrait slice))

Then they might discover that they can get a handle to the text of the 
text box by doing

 first child(first child(parent slice(parent slice(get text box 
portrait slice))))

Now obviously that is messy code, but it would work. And maybe I 
haven't gotten around to implementing "get text box text slice" yet 
(yeah, the namespace for these command iss a whole different discussion)

so since it works, somebody does it, but down the line, maybe I change 
the order in which the slices are constructed, or add an aditional 
container slice around the portrait to handle variable padding, or who 
knows what? Breakage!

One option is to grin and bear it. We already have a situation like this 
with some of our other commands (the one for manipulating enemy data 
comes to mind)

But what if we add a feature to the slices that allows us to mark 
certain slices as "protected"?

A protected slice could still be asked for specifically, maybe by 
commands like:

  get text box portrait slice

or better yet:

  slice by name(string)

but if you tried to get a protected slice using "parent slice" it would 
fail

and if you tried to get a protected slice with "first child" or "next 
sibling" it would be skipped.

That way it would not be possible to traverse protected slices in a 
dangerous way, but you could still get handles to them and you could 
still give them new children.

Alternately, maybe we could protect slices but just write a debug 
warning any time someone tries to traverse to one of them... that would 
alow people to write bad dangerous slice code, but it would at least 
give them a heads-up first.

Another alternative would be to make protected slices, but to add 
commands like "unsafe parent slice" "first unsafe child" "next unsafe 
sibling" to allow scripters to traverse protected slices if they REALLY 
want to, but making our documentation job easy, since there would then 
only be a couple places that we would have to write "use this at your 
own risk!!!" (instead of having to write it in the docs for almost every 
command :P)

---
James

Gmane