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  • 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
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
Toni Spets
@hifi
goddamn 800x600
Zane Wagner
@ZaneDubya
great game! stole an entire summer of my youth ;P
Toni Spets
@hifi
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
:P
Zane Wagner
@ZaneDubya
hahaha
:D
@AimedNuu It's been a long while since I've looked at the animation code. There's probably all sorts of weird business going on in there.
Have you checked out OpenUO? That might have it.
Valentyn Andrushko
@AimedNuu
@ZaneDubya Seems like it doesn't . Isn't Sallos source code more recent though? Because I've been using it for map files + it's referenced library Ultima.Data, both decompiled their code is very wel readable
I guess I'll have to disassemble : /
Zane Wagner
@ZaneDubya
Sallos is not more recent, it's years out of date.
@AimedNuu Good morning! I only recently came across the orion client and it's looking great!
Valentyn Andrushko
@AimedNuu
Good morning, I've always thought that Sallos was based on PlayUO and was more recent, lok
lol*
It has a more unified way ot processing uop files for sure
and it looks like UO client does the same
Thanks, I'm not the main creator though, I joined OrionUO in april this year and I've never coded in C++ before. It's really hard for me :S
C++ is hell after C#
Zane Wagner
@ZaneDubya
Ah! I thought that Sallos was PlayUO. The same person wrote them, anyhow.
It's always good to take on a new challenge. :) Please pass on my compliments to Hotride - I'm really impressed with the development!
Time to head out to work - ttyl