On 19 August 2015 at 03:37, James Paige <[email protected]> wrote:

> On Tue, Jul 28, 2015 at 4:19 PM, Ralph Versteegen <[email protected]>
> wrote:
>
>>
>>
>> On 29 July 2015 at 03:20, James Paige <[email protected]> wrote:
>>
>>> What features/fixes do we need callipygous?
>>>
>>> I was hoping for a fix to the linux input-stuck bug, but I wouldn't hod
>>> up the release for it, since I seem to be the only one complaining, and I
>>> have an adequate work-around.
>>>
>>
>> What workaround are you using?
>>
>
> My current workaround is that when it gets stuck, I click the close window
> button once to get back to the exist/save screen, and then I run the
> following script to save and quit:
>
> #!/bin/sh
> sleep 4
> WINID=`xwininfo -tree -root | grep "O.H.R.RPG.C.E" | tr -s " " | cut -d "
> " -f 2`
> xdotool key --window "${WINID}" Home
> sleep 0.5
> xdotool key --window "${WINID}" Down
> sleep 0.5
> xdotool key --window "${WINID}" Down
> sleep 0.5
> xdotool key --window "${WINID}" Return
>
>
>
>
>> I think the easiest workaround is to disable IME (enable_inputtext) by
>> default under X11 (forcing a US keyboard layout when typing text). A more
>> sophisticated workaround might be possible in future.
>>
>>
> That sounds great. I had previously tried commending out some
> enable_inputtext stuff to see if it would help my issue, and I only managed
> to disable keyboard input entirely, so I think I was doing the wrong thing.
> I can take another look at it now.
>
>
>
>> I would like to have gfx_directx support the same screen-resizing that
>>> gfx_sdl does already, and I know we still have a bug in how custom resizes
>>> with gfx_sdl.
>>>
>>> I think there was also a bug on gfx_directx where showing the mouse
>>> cursor disabled mouse input entirely.
>>>
>>
>> Yes, I want to make those changes to gfx_directx, and I'm not expecting
>> it to be much work.
>>
>>
>>> Is there anything else that is a must-have before callipygous? Maybe the
>>> default-screen-size stuff you are working on tmc?
>>>
>>
>> I can check that in soon, it's virtually done.
>>
>
> Is this already in now?
>

No. I just had a look for the patch/branch... and I've lost it. It must
have somehow not got copied over from my old failing harddisk. I can
definitely retrieve it. I also pushed the change to a temp branch on
gitorious.org, but gitorious.org is dead and the read-only mirror of it at
archive.org isn't live yet.

Now that gitorious.org is gone we should host the git mirror for the repo
elsewhere, either at github or bitbucket. And we discussed also importing
the old bugzilla database to github anyway, so that may be convenient.


> I was also thinking about exposing the screen resolution setting as an
>> experimental feature. It would also be possible to switch backdrops over to
>> the new (already implemented!) .rgfx fileformat, thereby allowing larger
>> backdrops so that running at a higher resolution isn't so broken. Should be
>> a low amount of work, but not worth holding up Callipygous for.
>>
>
> Yeah, I think that should wait until after callipygous.
>
>
>>
>> I went through my TODO list and looked for the more important or urgent
>> bugs. I had completely forgotten that there seem to be a number of games
>> which are broken in nightlies because of changes to slice behaviour, which
>> is quite serious! That is the main blocker to release.
>>
>>
> Do you have steps-to-reproduce and/or .rsav files for reproducing any of
> these? I could try to narrow down which revision the bug appeared in today.
>
>
>> Callipygous TODO
>> Bugs:
>> -gfx_directx: off-by-one in putmouse
>>
> This happens in the tileset tile picker, IIRC when moving with the cursor
keys

> -gfx_directx: fix unhidemousecursor
>> -either fix the F5 key in slice editor (r7266) to match the helpfile, or
>> change the helpfile
>> -fix two off-by-one bugs in battle backdrop animation ticks
>>
> There are two off-by-one bugs which sort of cancel each other out in a way
that was too confusing for me to immediately work out. If you go to the
formation editor and set the ticks per backdrop to 0 or 1 it looks correct
in the editor but differently in-game.

> -*backwards non-automatic shrink animation can crash
>>
> Happens in the slice editor.

> -the flowing water slices (plus parallax?) in char's lovely home are broken
>>
> Simply walk to the stream and wait half a minute for all the water to
drain out. IIRC the parallax on the hilltop is also broken, with the slices
not being clamped correctly near the map edges

> -fix Karate Fight slice layering bug on gameoverscreen: now appears behind
>> the UI
>>
> Simply lose the game.

> -slice errors now appearing in old games. like 'waitslice, already deleted
>> slice' in Karate Fight
>>
> IIRC reproduced immediately

> -double fade out in screensaver3.rpg
>>
> This is a file here: http://www.slimesalad.com/forum/viewgame.php?p=108443
The double fade out happens when quitting, using the normal Quit menu item
(skip title and load screen are on), and is concerning because there are no
scripts involved in that at all.

> -The Long Journey Home (Camdog) seems to be broken now: you find the same
>> item in all solar systems
>>
> I played for a while and got the same result in every system. Maybe I was
extremely unlucky? I can only assume it wasn't broken when it was released.

> -Suspicious pauses and script errors in Sephy's Angel Whispers
>>
> If you start a new game and try to use the door south the game enters an
infinite loop.
Also, if you press ESC and try to use the mouse to click on a menu item you
get a script error.
I have no idea whether these bugs were present before, but they seem a
little obvious...

> -fix one-time-usable npcs not disappearing (troll over)
>> http://www.slimesalad.com/forum/viewtopic.php?p=112003#112003
>> -apparently truesight in SoJ now kills everything in 1 hit (still?)
>>
> I think Fyre mentioned this a year ago.

> -fix shop price wrapping (fixed???)
>>
> I couldn't find a commit message saying it had been fixed

> -transparency prompt only sometimes when importing backdrops confusing.
>> Instead also prompt for transparency when importing 8 bit bmp with
>> different palette. And better documentation
>> -*can't scroll to end of 16col palettes menu
>>
> Basically it's become impossible to select a new palette using the palette
browser.

> -bad fps setting interaction with vsync, should tweak dowait a little
>>
> This one is fixed.

> -report of live-previewing not working on windows
>>
> I think you told me of this.

> -Windows+gfx_sdl: resizing Custom's window doesn't work
>>
> It snaps back to the original size.

>
>> Features:
>> -window size options
>> -Finish improvements to crashed Custom recovery (Remember original file
>> and path)
>> -FINALLY add new keypress (or whatever) command, (also fixes keyval not
>> accepting joystick scancodes)
>> -unhide mouse cursor in script debugger, scripterr, notification, and
>> help screens
>>
>
> Those features sound nice, but for callipygous, lets just worry about
> bugfixes.  Only the old-game-compat bugs sound important enough to block
> callipygous for
>
> ---
> James
>

I already have the improved Custom crash recovery mostly-finished in a
branch somewhere.
_______________________________________________
Ohrrpgce mailing list
[email protected]
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

Reply via email to