Torg Report post Posted November 7, 2007 I also believe it is stable and usable, with the only thing missing being the display of the mines. That shouldn't be too hard a job so if someone could take a quick look it would be an excellent addition for the update. Share this post Link to post Share on other sites
Raz Report post Posted November 7, 2007 I used it all the time until the CVS client was banned on the main server. Not a single issue - and a most welcome addition to EL! Share this post Link to post Share on other sites
Florian Report post Posted November 7, 2007 (edited) I also believe it is stable and usable, with the only thing missing being the display of the mines. That shouldn't be too hard a job so if someone could take a quick look it would be an excellent addition for the update. I tried to add mines: http://developer.berlios.de/patch/index.ph...p;group_id=1256 Please don't slap me, I'm not experienced with C. /EDIT: Well, if the small wooden box in PL (test server) opposite of the sto exit is a mine, then my map works. Another color (currently green) for the mines is needed, but that's up to Roja anyways I guess. Edited November 7, 2007 by Florian Share this post Link to post Share on other sites
Roja Report post Posted November 7, 2007 Ok, I will put this in the next test release. Eventually an icon or something will have to be added for it. Share this post Link to post Share on other sites
Entropy Report post Posted November 8, 2007 I used it all the time until the CVS client was banned on the main server. Not a single issue - and a most welcome addition to EL! The CVS client prior to that announcement can very well be used on the main server. In fact, if you don't care about accessing your storage, you can use the current CVS on the main server for all I care, just don't report bugs. Share this post Link to post Share on other sites
Florian Report post Posted November 8, 2007 (edited) Mines in minimap status: - they show up, even at the right coords - one mine is drawn at 0,0, I'll have to find out why - when mines get removed, they seem to stay in the list, so I'll have to find out how to draw only active, visible mines I'm working on it. /EDIT: well, that was a lot less work than I thought: solved problems: - color for mines not green - ghost mine at 0,0 no longer there - removing mines now works - dead actors in darker yellow http://developer.berlios.de/patch/download.php?id=2232 please test the patch Edited November 8, 2007 by Florian Share this post Link to post Share on other sites
Florian Report post Posted November 9, 2007 erm, guys? please http://developer.berlios.de/patch/download.php?id=2232 please test the patch Share this post Link to post Share on other sites
Entropy Report post Posted November 9, 2007 Ok, someone please test the patch, and if it works commit it. Share this post Link to post Share on other sites
bluap Report post Posted November 9, 2007 (edited) Ok, someone please test the patch, and if it works commit it. I'd happily do so but I wasn't around when they test mines were handed out so I don't have any. I've applied the patch to my local copy and it compilers and runs OK. The code looks fine (apart from use of space rather than hard tabs but that's easy to fix ). If I can get hold of some mines (any offers), I'll finish testing. Edited November 9, 2007 by bluap Share this post Link to post Share on other sites
Florian Report post Posted November 9, 2007 I got some mines from Torg and AFAIC they show up correctly. Share this post Link to post Share on other sites
Torg Report post Posted November 9, 2007 Heh, I compiled both patches (shield spells and this one) into a client last night but never ran it. I'm trying to balance a bunch of projects (with very limited deadlines) and so I will get to it, but its just taking some time. Basically if someone gets to it before me then its all good. :-) Share this post Link to post Share on other sites
bluap Report post Posted November 9, 2007 OK, Torg, Florian and I had a bit of fun testing this together. The patch works nicely and I've committed it to CVS. Thanks Florian Share this post Link to post Share on other sites
bluap Report post Posted November 10, 2007 .... and add a HUD icon to open/close the window. The icon will be a problem on the lowest resolution as we're out of space I've been having a look at a patch by drakos7 submitted June 2006 to provide scalable hud icons. This could provide a solution to the lack of space for low resolution windows. Although old, the patch applied relatively easily and looks to be working nicely. There was an issue when increasing resolution (the icon window needed to be resized) and a bug with the input text window but I've fixed those. Was there any other reason this patch was not accepted/taken further before? If we want to use this, I'll have a think about automatically setting the scale if space is limited. Share this post Link to post Share on other sites
Learner Report post Posted November 10, 2007 .... and add a HUD icon to open/close the window. The icon will be a problem on the lowest resolution as we're out of space I've been having a look at a patch by drakos7 submitted June 2006 to provide scalable hud icons. This could provide a solution to the lack of space for low resolution windows. Although old, the patch applied relatively easily and looks to be working nicely. There was an issue when increasing resolution (the icon window needed to be resized) and a bug with the input text window but I've fixed those. Was there any other reason this patch was not accepted/taken further before? If we want to use this, I'll have a think about automatically setting the scale if space is limited. I think there may have been concerns as to how the scaled icons looked. Share this post Link to post Share on other sites
bluap Report post Posted November 10, 2007 I think there may have been concerns as to how the scaled icons looked. Well, IMHO they look fine, I can post some screen shots if that helps. I also found the original discussion about the patch here. That discussion ends with a note about not resizing windows in the display loop. I fixed this when I fixed the resolution change bug, going the resize to the init_*_icons() functions and using init_window(). Share this post Link to post Share on other sites
Entropy Report post Posted November 11, 2007 Well, too late for that now, so close to the release. We'll have to take a look at it after we have the update. This is better anyway, since the minimap hasn't be extensively tested so there might still be some bugs left, so for this update it will be sort of an unofficial feature that can only be enabled as a keyboard shortcut. Share this post Link to post Share on other sites
majestyk Report post Posted November 12, 2007 Just FYI, the mines additions have not been properly #ifdef'ed in the code that has been added to the minimap. Compiling with MINIMAP fails unless you also have enabled MINES. But this shouldn't be a problem since mines are going to be in the official client, or no? Share this post Link to post Share on other sites
Florian Report post Posted November 12, 2007 Patch Index: minimap.c =================================================================== RCS file: /cvsroot/elc/elc/minimap.c,v retrieving revision 1.25 diff -u -d -p -r1.25 minimap.c --- minimap.c 9 Nov 2007 23:30:08 -0000 1.25 +++ minimap.c 12 Nov 2007 10:02:33 -0000 @@ -14,7 +14,9 @@ #include "hud.h" #include "init.h" #include "interface.h" -#include "mines.h" +#ifdef MINES + #include "mines.h" +#endif #include "misc.h" #include "spells.h" #include "textures.h" @@ -234,6 +236,7 @@ static __inline__ void draw_actor_points } // mines + #ifdef MINES for (i = 0; i < NUM_MINES; i++) { mine *m = &mine_list[i]; @@ -251,6 +254,7 @@ static __inline__ void draw_actor_points glVertex2f(x, y); } } + #endif // MINES glEnd();//GL_POINTS glColor4f(1.0f,1.0f,1.0f,1.0f); Share this post Link to post Share on other sites
bluap Report post Posted November 12, 2007 Just FYI, the mines additions have not been properly #ifdef'ed in the code that has been added to the minimap. Compiling with MINIMAP fails unless you also have enabled MINES. Patch .... Fixed in CVS now, thanks both. Share this post Link to post Share on other sites
Florian Report post Posted November 13, 2007 Current minimap bugs: - fog of war does not work on large maps like WS, the circle drawn by the fog is too large - when you're next to a map border, the other side of the map also disappears. Hard to explain, the screeny says more than words: http://www.superfloh.dyndns.org/el/minimap.png (Northern IP) - The background where there is no map shouldn't be bright white but black I think. Share this post Link to post Share on other sites
Grum Report post Posted November 13, 2007 Current minimap bugs: - fog of war does not work on large maps like WS, the circle drawn by the fog is too large - when you're next to a map border, the other side of the map also disappears. Hard to explain, the screeny says more than words: http://www.superfloh.dyndns.org/el/minimap.png (Northern IP) - The background where there is no map shouldn't be bright white but black I think. Do you have frame buffer support enabled? If so, do these bugs also show up when you disable it? Share this post Link to post Share on other sites
Florian Report post Posted November 13, 2007 Do you have frame buffer support enabled? If so, do these bugs also show up when you disable it? The "next to map border" bug is framebuffer related. When I switched FB on again, the bug was there again and unfortunately my Mac froze. So that bug is here again Share this post Link to post Share on other sites
Grum Report post Posted November 13, 2007 Current minimap bugs: - fog of war does not work on large maps like WS, the circle drawn by the fog is too large - when you're next to a map border, the other side of the map also disappears. Hard to explain, the screeny says more than words: http://www.superfloh.dyndns.org/el/minimap.png (Northern IP) - The background where there is no map shouldn't be bright white but black I think. Bugs 2&3 are probably the same bug (the white should be clipped), but with no machine that lets me use a frame buffer, it's really hard for me to debug. As for bug 1, it think the circle is too large on all maps. Will investigate. Share this post Link to post Share on other sites
Florian Report post Posted November 13, 2007 (edited) The circle is just right on IP, I think. And I won't test FB on/off because it freezes my whole machine and I have to login remotely and reboot it. Edited November 13, 2007 by Florian Share this post Link to post Share on other sites
ago Report post Posted December 23, 2007 I've created a patch to make the minimap clickable like the regular map is. Clicking anywhere in the minimap will initiate a map walk to the a location. The map walk destination is also shown on the map. http://developer.berlios.de/patch/?func=de...p;group_id=1256 Share this post Link to post Share on other sites