Beta 1 Part 4 #732

Merged
NQNStudios merged 210 commits from 2.0b1-d into master 2025-06-04 04:53:51 +00:00
NQNStudios commented 2025-05-11 18:51:48 +00:00 (Migrated from github.com)

Fix #132
Fix #685
Fix #735
Fix #748
Fix #744
Fix #741
Fix #740
Fix #737
Fix #736
Fix #735
Fix #733
Fix #729
Fix #707
Fix #703

Fix #132 Fix #685 Fix #735 Fix #748 Fix #744 Fix #741 Fix #740 Fix #737 Fix #736 Fix #735 Fix #733 Fix #729 Fix #707 Fix #703
NQNStudios commented 2025-05-14 13:44:51 +00:00 (Migrated from github.com)

Uh, I don't remember accidentally closing this? Weird. It is open.

Uh, I don't remember accidentally closing this? Weird. It is open.
CelticMinstrel commented 2025-05-18 18:13:15 +00:00 (Migrated from github.com)

Re: 88bdce13a9a0d465f2403c0445be2976c06e1667

This looks like it might be wrong. Does it mean that the party graphics sheet does not get cleared when you make a new party? I assume loading a party should be fine though.

Re: cfe8db4456c91065c255ea4f61ecf20ca5ab83fe

if we make custom graphics allowed on PCs

They are already allowed, though the Create PC special node is required to make one. I think it would be fine to put a placeholder image for PCs with custom graphics though.

Re: 88bdce13a9a0d465f2403c0445be2976c06e1667 This looks like it _might_ be wrong. Does it mean that the party graphics sheet does not get cleared when you make a new party? I assume loading a party should be fine though. Re: cfe8db4456c91065c255ea4f61ecf20ca5ab83fe > if we make custom graphics allowed on PCs They are already allowed, though the Create PC special node is required to make one. I think it would be fine to put a placeholder image for PCs with custom graphics though.
NQNStudios commented 2025-05-18 23:20:06 +00:00 (Migrated from github.com)

Re: 88bdce13a9

This looks like it might be wrong. Does it mean that the party graphics sheet does not get cleared when you make a new party? I assume loading a party should be fine though.

That happens in start_new_game() through a call of spec_scen_g.party_sheet.reset();

>Re: https://github.com/calref/cboe/commit/88bdce13a9a0d465f2403c0445be2976c06e1667 > >This looks like it might be wrong. Does it mean that the party graphics sheet does not get cleared when you make a new party? I assume loading a party should be fine though. That happens in start_new_game() through a call of ` spec_scen_g.party_sheet.reset();`
NQNStudios commented 2025-05-22 18:30:42 +00:00 (Migrated from github.com)

@CelticMinstrel I'm done adding to this one unless you have more changes to request.

@CelticMinstrel I'm done adding to this one unless you have more changes to request.
NQNStudios commented 2025-05-23 13:54:40 +00:00 (Migrated from github.com)

I spoke too soon, I might as well push fixes to newly found bugs in this PR as long as it's still open. Though if it merged, that's fine too.

I spoke too soon, I might as well push fixes to newly found bugs in this PR as long as it's still open. Though if it merged, that's fine too.
CelticMinstrel (Migrated from github.com) reviewed 2025-05-23 18:04:12 +00:00
@@ -452,6 +445,12 @@ void cDialog::recalcRect(){
CelticMinstrel (Migrated from github.com) commented 2025-05-23 18:04:11 +00:00
	//*/
```suggestion //*/ ```
NQNStudios (Migrated from github.com) reviewed 2025-05-23 19:02:35 +00:00
@@ -452,6 +445,12 @@ void cDialog::recalcRect(){
NQNStudios (Migrated from github.com) commented 2025-05-23 19:02:35 +00:00

Is this a clever way to make it so the first /* can be removed without changing another line? Cool.

Is this a clever way to make it so the first `/*` can be removed without changing another line? Cool.
CelticMinstrel commented 2025-05-26 12:33:00 +00:00 (Migrated from github.com)

Re: 4620074e91

That doesn't look right. Why not just use the string picker with STRT_ITEM?

Re: 4620074e91e53c91652d54236ff7a1bc8d162e14 That doesn't look right. Why not just use the string picker with STRT_ITEM?
NQNStudios commented 2025-05-26 12:45:42 +00:00 (Migrated from github.com)

You're right, that will be better.

Before I go putting get_num_response back where it was, is there any reason we might want to keep it available to scenedit or pcedit? Or any reason not to?

You're right, that will be better. Before I go putting get_num_response back where it was, is there any reason we might want to keep it available to scenedit or pcedit? Or any reason not to?
NQNStudios commented 2025-05-26 14:20:23 +00:00 (Migrated from github.com)

I didn't mean to push b143862 -- it definitely does not complete the work that the message says it does. I was gonna amend that after doing the rest.

I didn't mean to push [b143862](https://github.com/calref/cboe/pull/732/commits/b14386298a485d3d680419aa2015df2fda54e74d) -- it definitely does *not* complete the work that the message says it does. I was gonna amend that after doing the rest.
CelticMinstrel commented 2025-05-26 17:02:36 +00:00 (Migrated from github.com)

Before I go putting get_num_response back where it was, is there any reason we might want to keep it available to scenedit or pcedit? Or any reason not to?

Hmm. I can't think of any reason we'd want to actually get a numeric response in the editor – pretty much all such cases would drop an input field right into the dialog. It would make sense to use the get_num_response dialog in the special node preview system, but… I don't think that would use the same function?

Re: e5f4663212e5ae164efd49dab167483fb1b743fa

That's technically fine (I think) but not quite what I meant. There's a function that takes a cStrChoice parameter, and you can pass STRT_ITEM to choose an item.

> Before I go putting get_num_response back where it was, is there any reason we might want to keep it available to scenedit or pcedit? Or any reason not to? Hmm. I can't think of any reason we'd want to actually get a numeric response in the editor – pretty much all such cases would drop an input field right into the dialog. It would make sense to use the `get_num_response` dialog in the special node preview system, but… I don't think that would use the same function? Re: e5f4663212e5ae164efd49dab167483fb1b743fa That's technically fine (I think) but not quite what I meant. There's a function that takes a cStrChoice parameter, and you can pass STRT_ITEM to choose an item.
CelticMinstrel commented 2025-05-26 17:08:22 +00:00 (Migrated from github.com)

Re: d8d53b8528

That's a good idea, but why not go even further? Instead of a left button, just automatically load the last scenario at launch. You could maybe have a preference to disable it, not sure if that's needed.

Re: d8d53b8528ce414cd042434f27f710c5295f8446 That's a good idea, but why not go even further? Instead of a left button, just automatically load the last scenario at launch. You could maybe have a preference to disable it, not sure if that's needed.
NQNStudios commented 2025-05-26 17:09:55 +00:00 (Migrated from github.com)

That's a good idea, but why not go even further?

They wouldn't get the chance to click New Scenario. But most of the time they'll want to load the last one if there is one -- so maybe we could do that.

> That's a good idea, but why not go even further? They wouldn't get the chance to click New Scenario. But *most* of the time they'll want to load the last one if there is one -- so maybe we could do that.
CelticMinstrel commented 2025-05-26 17:12:59 +00:00 (Migrated from github.com)

Well, you could always make it a preference. And even if not, they can choose New Scenario from the menu.

Well, you could always make it a preference. And even if not, they can choose New Scenario from the menu.
CelticMinstrel commented 2025-05-26 23:14:40 +00:00 (Migrated from github.com)

Well, that was not an expected use-case for the location picker, but I guess it's not a bad idea.

Re: 50a440e4e3

Did you verify that this doesn't create any situation where:

  1. You change one of those properties.
  2. You do other stuff which causes them to be stored.
  3. You click cancel.
  4. The properties are stil changed if you look at the item again.

It should be fine as long as the item you're editing is not a direct reference to an item in the scenario… I don't remember whether it is…

Well, that was _not_ an expected use-case for the location picker, but I guess it's not a bad idea. Re: 50a440e4e3695f2015cc8b0e79b0aaaf2eda0d37 Did you verify that this doesn't create any situation where: 1. You change one of those properties. 2. You do other stuff which causes them to be stored. 3. You click cancel. 4. The properties are stil changed if you look at the item again. It should be fine as long as the item you're editing is not a direct reference to an item in the scenario… I don't remember whether it is…
NQNStudios commented 2025-05-27 12:08:07 +00:00 (Migrated from github.com)

The dialog stores and modifies a copy of the item, then only when OK is pressed does it overwrite the real item in the town object.

The dialog stores and modifies a copy of the item, then only when OK is pressed does it overwrite the real item in the town object.
CelticMinstrel commented 2025-05-29 18:20:41 +00:00 (Migrated from github.com)

The scenario editor will let you prepend whitespace to a scenario name

Um… really? The scenario editor doesn't use a CDATA declaration when writing out the title, and I think the custom whitespace collapse that eliminates tabs but preserves spaces only applies in dialogxml, so that implies whitespace should be collapsed when it reads a scenario from the file, which in turn means that there can't be any whitespace at the start. Or, wait, does it mean there could be a single space…? I don't quite remember what XML whitespace collapse rules are exactly…

> The scenario editor will let you prepend whitespace to a scenario name Um… really? The scenario editor doesn't use a CDATA declaration when writing out the title, and I think the custom whitespace collapse that eliminates tabs but preserves spaces only applies in dialogxml, so that implies whitespace should be collapsed when it reads a scenario from the file, which in turn means that there can't be any whitespace at the start. Or, wait, does it mean there could be a single space…? I don't quite remember what XML whitespace collapse rules are exactly…
NQNStudios commented 2025-05-29 18:37:28 +00:00 (Migrated from github.com)

It could be the case that it wouldn't save it out. What I tested was putting blank title/whitespace-only title in the New Scenario field, then checking Scenario Details to see if it had been trimmed. I didn't save.

It could be the case that it wouldn't save it out. What I tested was putting blank title/whitespace-only title in the New Scenario field, then checking Scenario Details to see if it had been trimmed. I didn't save.
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