Right now mouse map navigation works like this:
* As long as the left button is down, the tile under the cursor will be targeted
This is fine for holding down the mouse button as you traverse long distances,
but it is not so good for the more common case of touching to go exactly to a
specific
We might want to mark these input-simulating commands as internal by giving
them an _ previx to their names, and discourage their use.
We definitely need a simple command that makes the hero activate whatever npc
is in front of them, and we can encourage people to use that rather than
Kefyrra reported that an item on sale disappears after viewing the Sell menu
(without even leaving the shop) in Birdcaged (Item ID 27, Shop Thing ID 15),
both in new and loaded games. Kefyrra could reproduce it, 100% of the time I
think, but I can't. I spent a lot of time trying to reproduce
Right now menus support scrolling with the right-button. This is fine and nice
for a real mouse.
It is not good enough (barely usable?) for Android touch screens. Dragging with
two fingers does actually create a right-drag, but it is too hard to do
precisely, and too easy to have spurious
On Windows only, you can't include any file that's automatically included. You
get lots of duplicate definition errors. I broke this quite recently while
changing how HSpeak does multiple-inclusion checking.
Release blocker
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While inspecting
[c_debug_archive.txt](https://github.com/ohrrpgce/ohrrpgce/files/3537794/c_debug_archive_nezbid_dataloss.txt)
which nezbid sent me while investigating bug #35, I discovered a lot of errors
like
```
! 0 open files:
! ERROR:
That would be useful, for its intended purpose.
While we're at it, why not commands to simulate key presses?
Seems very unlikely that anyone would use synthetic mouse clicks as a way of
interacting with anything instead of using the proper script commands, but it's
probably pretty likely that
nezbid reported a lot of problems with data disappearing from his(?) .rpg file,
on multiple occasions, while using Etheldreme. Luckily he managed to recover
his lost sprites by exporting them from autobackups.
> nezbid: I was editing the foemap and my hero disappeared
> nezbid: Maybe i
When using the mouse in battle, and the cursor is on your main attack, you can
click on any valid target to confirm the attack.
The same functionality is needed for the spells menu and the items menu.
If the menu or cursor is over an attack, and you click on a valid target for
that attack,
It is currently not possible to dismount certain vehicles using on the
mouse/touch interface
This needs to be fixed. Clicking on a valid dismount point should dismount
Specifically I know that dismount-ahead ships don't work.
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Add a scripting command to simulate mouse click behavior. This is needed so we
can write automated tests for mouse map navigation, vehicle interaction, npc
interaction, menu interaction and text box interaction
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One-way walls are implemented using zones instead of passmap bits, which it
turns out was a big mistake. A lot of complexity and many bugs and missing
features in the map editor have resulted. They're all interrelated, so I'll
document them all here:
* When placed by pressing W, they aren't
james
2019-08-24 18:13:41 -0700 (Sat, 24 Aug 2019)
280
Add a 750 millisecond delay before holding down the left mouse button will
cause repeated re-pathing on each tick.
This means you can easily click once to go to a precise tile without scrolling
messing you up, but you
can also still hold
Windows only: if HSpeak throws a warning then script import fails, due to
HSpeak returning a non-zero exit code.
I don't know whether this is new in nightlies, but it's something that "ought
to" be fixed for Fufluns, though not bad enough to be a blocker. Warnings are
sometimes difficult to
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