Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
  • Jan 02 2019 01:00
    uoitalia commented #466
  • Jan 01 2019 18:58
    ZaneDubya commented #466
  • Jan 01 2019 17:47
    uoitalia closed #466
  • Dec 10 2018 23:09
    nydehi commented #472
  • Dec 10 2018 23:08
    andreakarasho commented #472
  • Sep 24 2018 15:21
    AzRieil opened #473
  • Sep 23 2018 21:02
    AzRieil commented #472
  • Sep 23 2018 15:48
    AzRieil commented #472
  • Sep 23 2018 14:45
    AzRieil commented #472
  • Aug 31 2018 06:59
    PatrikSamuelTauchim commented #472
  • Aug 29 2018 13:18
    AzRieil opened #472
  • Jan 05 2018 09:20
    arthurasrossi commented #471
  • Jan 05 2018 08:47
    msx752 commented #471
  • Jan 05 2018 08:07
    naggie commented #471
  • Jan 04 2018 23:19
    yazeed opened #471
  • Sep 06 2017 00:24
    jorsi commented #376
  • Sep 05 2017 03:01
    jorsi commented #470
  • Sep 05 2017 03:00
    jorsi opened #470
  • Aug 29 2017 01:30
    jorsi opened #469
  • Jul 18 2017 22:58
    msx752 commented #317
Toni Spets
@hifi
it would be much better if it was abstracted away and the input system be pluggable for this kind of thing
there were also quite a lot of code in the event system of uxna I didn't really understand why it was there in the first place
Zane Wagner
@ZaneDubya
Which event system? You mean the KeyboardEvent, etc code?
Toni Spets
@hifi
it seemed overly complex
Zane Wagner
@ZaneDubya
Mindlessly byzantine.
Toni Spets
@hifi
the InputManager class mostly
Zane Wagner
@ZaneDubya
Lol, so, the backstory on that...
Unless it has been tidied up, InputManager would have been some of the first code I wrote in c#!
Back in 2009.
Toni Spets
@hifi
my InputManager is much more streamlined so I wondered if there was some reason for the complexity :p
Zane Wagner
@ZaneDubya
So I wouldn't be surprised if it is... suboptimal.
Toni Spets
@hifi
I don't assume anything in UXNA to be inheretly bad so I always try to reason with the code
maybe I should'nt ;)
Zane Wagner
@ZaneDubya
That's very charitable of you, and I appreciate it. But 85-90% of it was written as a sort of learn-as-I-go project.
Most of the classes in the Ultima.World namespace - like WorldClient, WorldModel, the cursor classes... they all need some tidying up as well.
But they work now. I'm hesitant to refactor anything that doesn't need it now.
I'd be interested in seeing what you've done with InputMgr -- link?
Is it in your repo?
Toni Spets
@hifi
yes
the input code isn't finished at all, text input mostly
but the input manager seemed ok what I wrote to do what I needed it to do
playing diablo 2 atm so a bit busy
Zane Wagner
@ZaneDubya
k
no worries
great game! stole an entire summer of my youth ;P
Toni Spets
@hifi
goddamn 800x600
started playing it with my wife
we don't have much common games
though not on bnet, just lan
Toni Spets
@hifi
also disclaimer on my inputmanager: it wasn't finished and there are some kludges still in there IIRC
Taras Polishchuk
@wake-up-neo
Hi all. Wow, Zane starts to work on a client again
Taras Polishchuk
@wake-up-neo
Currently I have a version from January and can't just merge it with the new updated, considering refactoring to VS2015. There was a bug with disposing of subcontainers when closing parent container. Also there was no disposing of container when character starts moving (e.g. close bank container). Also there was no normal dispose of containers, paperdolls when character were killed. I need time to reconfigure the environment and merge our shard specific fixes and check how it is now, so I just want to ask - did you know about this bug and maybe you had a chance to fix it? @ZaneDubya
Zane Wagner
@ZaneDubya
Hey taras
I may have fixed that issue but I can't remember. If you feel that it is Worth looking into - and I'm sure it is - please post a pull request to my repo. Even if there is a lot of changes, I am pretty positive I can quickly merge in master and work with your improvements.
I do remember that issue, though.
I am always happy to look at submissions :)
Zane Wagner
@ZaneDubya
@hifi I'm taking a good look at InputManager for the first time in years.
I know see why it's so complex.
A lot of the extra stuff is handling the windows input model.
It's harder to manage an event based system, versus state based, which is what XNA/MG does.
That said, you're 100% right, the code could use some serious clean up.
Zane Wagner
@ZaneDubya
... for example, I think I can get rid of all the xaccumulating lists with a simple lock(m_Events)
Zane Wagner
@ZaneDubya
Input handling revisions: ZaneDubya/UltimaXNA@5c92e9e
Toni Spets
@hifi
right, so you protect the event list against insertions during a frame
the reason why you still need two lists
Zane Wagner
@ZaneDubya
@hifi How am I doing on platform independent file paths? Can you run the current codebase without path errors on nix?
Toni Spets
@hifi
there was only one problem with paths and I sent a pull request for that which you merged
Zane Wagner
@ZaneDubya
Great! Thanks.
Valentyn Andrushko
@AimedNuu
Anyone got any ideas how AnimationFrame.uop files are being handled? Are they being added to anim muls or replace them? I'm working on uop support for OrionUO Client and disassembling UO client to find this out is my last resort :D
In return I might help you out with map files