Timestamps are in GMT/BST.
[0:10] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/gui/bag/ (BagPanel.java ItemPanel.java): using javax timer
[0:26] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/client/gui/bag/ItemPanel.java: avoid NPE
[0:59] <CIA-52> arianne_rpg: astridemma * stendhal/libs/LICENSES: adding pagelayout.jar
[1:18] <CIA-52> arianne_rpg: astridemma * stendhal/ (4 files in 2 dirs): popupmenulistener provides standard isPopUpTrigger algorithm
[1:22] <durkham> the name is wrong though
[1:29] <durkham> gnight
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[4:05] <postman-bot> kezman rented a sign saying ""I would like to buy either a chaos axe or demon fire sword if anyone would sell""
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[7:53] <mRCUTEO> hiya whats new in arianne ? :D
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[9:57] <durkham> good morning
[10:02] <kiheru> good morning durkham
[10:07] * Tari|Stendhal (n=Miranda@pppin-6b-b6.pop-kaltenengers.rz-online.net) has joined #arianne
[10:07] <Tari|Stendhal> moin
[10:17] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/server/entity/item/WeddingRing.java: fixing [ 2501205 ] wedding ring does not check pet distance
[10:31] <durkham> i am about to disable storage of new recognized words into database
[10:32] <durkham> tbh i never understood what it is good for
[10:33] <durkham> what i saw is that it cuases problems
[10:35] <durkham> if the parser is able to identify words correctly , it will if they are stored or not, if it cant we are lost anyway.
[10:36] <durkham> disabling storage to db at least does not persist the problem, i.e. a server restart helps when setting is to not store to db.
[10:38] <durkham> comments please
[10:56] * tigertoes_ (n=oldpetna@oh-76-2-201-59.dhcp.embarqhsd.net) has joined #arianne
[10:59] <CIA-52> arianne_rpg: astridemma * stendhal/ (12 files in 5 dirs): code format
[11:05] <CIA-52> arianne_rpg: kiheru * stendhal/src/games/stendhal/client/ (GameScreen.java IGameScreen.java):
[11:05] <CIA-52> arianne_rpg: deprecated formatLine() and createTextBox(). they are in TextBoxFactory
[11:05] <CIA-52> arianne_rpg: now, and not called from anywhere but GameScreen. (formatLine() not
[11:05] <CIA-52> arianne_rpg: even from there)
[11:12] * tigertoes (n=oldpetna@oh-76-2-201-59.dhcp.embarqhsd.net) Quit (Read error: 110 (Connection timed out))
[11:30] <CIA-52> arianne_rpg: kiheru * stendhal/src/games/stendhal/client/gui/FormatTextParser.java:
[11:30] <CIA-52> arianne_rpg: use boolean "done" where possible, instead of always relying on
[11:30] <CIA-52> arianne_rpg: string length to terminate the coloring loop
[11:38] <durkham> tx
[11:44] <kymara> i don't understand enough about it to comment on it durkham :( but if you think its ok then go ahad or if you want to discuss before that you could use the devel mailing list
[13:00] <CIA-52> arianne_rpg: astridemma * stendhal/ (2 files in 2 dirs): cut create method into smaller pieces
[13:02] <CIA-52> arianne_rpg: astridemma * stendhal/src/games/stendhal/server/entity/npc/parser/ConversationContext.java: switch of word to database storage db persist
[13:04] <durkham> switch offffff
[13:04] <durkham> off
[13:04] <durkham> duh
[13:11] <durkham> i added a comment to the bug
[13:11] <durkham> regarding the persistence of word in db
[13:11] <durkham> lets seee if it helps
[14:05] * storyteller (i=57b74cf6@gateway/web/ajax/mibbit.com/x-cb7f07c705ad80a2) has joined #arianne
[14:09] <storyteller> Hello! I just submitted another background soundtrack. ^^ But there seems to be a problem... When you normally click on "Tracker" and then on "Patches" it isn´t shown there...
[14:10] <storyteller> but I can use the link to go to that page...
[14:11] <kymara> um, did you submit it to wrong tracker again?
[14:11] <kymara> last time you had put it on some other tracker
[14:11] <kymara> i can move it if so
[14:11] <kymara> what kind of entry does it say it is when you click on the link to go to that page
[14:11] <storyteller> well, the link is http://sourceforge.net/tracker/index.php?func=detail&atid=201111&aid=2672345&group_id=1111
[14:12] <kymara> thats in support requests again
[14:12] <kymara> if you click browse from your link you go to support requests
[14:12] <kymara> i'll move it to patches
[14:13] <kymara> maybe you need to bookmark yourself the 'add new' thing from patches nt support
[14:13] <storyteller> oh, sorry...
[14:13] <kymara> np
[14:13] <kymara> thats what had happened last time when you and gummi couldnt find it
[14:13] <storyteller> well, i haven´t recognized that I put it there...
[14:13] <kymara> i found a duplicate one later in support
[14:13] <storyteller> hm... yes...
[14:14] <kymara> go to patches then click Add new then save that link
[14:14] <kymara> so you're adding to patches in future
[14:14] <kymara> if you want to be sure
[14:14] <storyteller> okay
[14:14] <storyteller> thanks
[14:15] <kymara> yw
[14:15] <kymara> https://sourceforge.net/tracker/?func=add&group_id=1111&atid=301111 this would be a patchy one
[14:16] <kymara> :) and i think you can see your entry now if you go to patches
[14:17] <storyteller> yes
[14:17] <storyteller> Now I can see it! ^^ Thanks!
[14:17] <kymara> maybe sf shoudl consider having a big sign saying which tracker the user is on (if the user is no developer onthe project)
[14:18] <storyteller> hm... would be helpful I think...
[14:18] <kymara> maybe they have feature requests too
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[17:40] -NickServ- This nickname is registered. Please choose a different nickname, or identify via /msg NickServ identify <password>.
[17:40] * _eye_fill_in (n=PircBot@c217110.adsl.hansenet.de) has joined #arianne
[17:40] * Topic is 'Stendhal 0.72 and Marauroa 2.6 released: http://arianne.sourceforge.net/?arianne_url=games/game_stendhal#downloadsection][ public server: http://stendhal.game-host.org ][ want to chat?: /join #arianne-chat ][ ANY QUESTIONS?: Just ask them and stick around in the channel, maybe an answer will pop up later ]'
[17:40] * Set by kymara on Sun Feb 22 23:37:04 CET 2009
[17:40] * storyteller (i=57b74cf6@gateway/web/ajax/mibbit.com/x-cb7f07c705ad80a2) Quit ("http://www.mibbit.com ajax IRC Client")
[17:40] <durkham> osl i think i wat if deactivating does any harm to the program if not i am happy with the state we have
[17:41] <durkham> i wait
[17:44] <osl> is it causing problems again or is it a preemptive measure?
[17:45] <durkham> preemptive so i dont have to think about it :-D
[17:45] <osl> anyway I think you're right on it being harmless
[17:46] <kymara> he had emailed me durkham and hendrik about sth and was asked to use #arianne-devel and he didn't follow up on it
[17:46] <osl> the only thing that can be missed is the supposed self-learning which doesn't seem operative yet
[17:46] <kymara> was that the same thingy durkham? i must admit i didnt even read the mail properly
[17:47] <kymara> (which is the reason to use #arianne-devel not some individual developers)
[17:47] <durkham> yes kym
[17:47] <kymara> ok
[17:48] <kymara> i think durkham said in the other channel that she would send a note out to devel list (setting a good exmaple :P ) about teh change osl
[17:48] <durkham> and the thread he started was not about how to solve the problem, in the german part he states that finding why it happens would nt be easy ...
[17:48] <kymara> so you dont need to contact him individually
[17:48] <kymara> oh, ok
[17:48] <durkham> and my first idea on bugs is . solve them, and dont create tool to fix their effects :-D
[17:48] <kymara> yes fixing at root is good
[17:48] <kymara> i had a qu about the teleport thingy
[17:48] <kymara> because use on portals also doesnt check pet distance
[17:48] <durkham> k
[17:49] <kymara> and there seems to be so many checks
[17:49] <kymara> do you think its possible to put the checks (which are always all the same) into one place
[17:49] <kymara> like one central place
[17:49] <kymara> so that each thingy which does ateleport looks at the same place instead of us reproducing code and always finding new thngies where we forgot to chekc pet distance
[17:49] <durkham> that is the way things should be done . DIOAOO = do it once and only once
[17:50] <kymara> yeah. cos atm i think it was just done for zone change and nothing else (not for teleport scroll, use ring, use portal)
[17:50] <durkham> the problem is that the code we have does not do it like that
[17:50] <durkham> and i am not fast enough
[17:50] <kymara> fast enough?
[17:50] <durkham> to do it
[17:50] <kymara> ah
[17:50] <kymara> we could have it as something we'd liek to do sometime
[17:50] <durkham> i cannot work at all edges
[17:50] <kymara> it's not urgent. would just make code nicer.
[17:51] <durkham> and i found new duplicated code :-P
[17:51] <kymara> yes :) you have important client making shiny to do
[17:51] <kymara> new duplicated code? who coudl that be from
[17:51] * kymara looks around
[17:51] <osl> I think what you're saying sounds interesting, but how woudl that work from an ingame point of view?
[17:51] <durkham> well it would be nice if at least the 'guilty' coudl try to use methods :-D
[17:51] <kymara> did you just paste that from my quote earlier osl
[17:51] <durkham> to avoid duplicated code
[17:51] <kymara> :D
[17:51] <osl> yes :D
[17:52] <kymara> but the other code all had player in and i had to take player references out
[17:52] <kymara> it wasnt exactly the same only similar
[17:52] <kymara> i promise i will be more good durkham in future
[17:52] <kymara> :P
[17:52] <durkham> that is all i want to hear kym
[17:52] <durkham> :-D
[17:52] <kymara> kiheru is watching me anyway
[17:52] <durkham> good boy
[17:52] <kymara> i made a nice thingie to check about storedchests
[17:53] <kymara> osl: well do you know how the pet distance check works in game atm>
[17:53] <kymara> because if you dont i refuse to answer your question about how the rest would work :P
[17:54] <osl> weren't you supposed to ignore it? :D
[17:54] <osl> nah
[17:55] <osl> I don't want to enter
[17:55] <osl> at that level
[17:55] <osl> of detail
[17:55] <osl> too technical
[17:55] <durkham> while working on the bag thingy i found that most of the client code is to be redone , to get more speed out of it . to sort it and to have the threads divided
[17:55] * durkham pushes red herring under osl's nose
[17:58] <osl> so, durkham ?
[17:59] <durkham> multithreading , hmm?
[17:59] <osl> sounds neat
[17:59] <durkham> hm
[17:59] * durkham whispers to kym : seems we have poked osl too much :-D
[18:00] <kymara> it isn't very philosophical
[18:00] <kymara> this is odd
[18:00] <osl> It seemed to me that your sentence was incomplete
[18:00] <durkham> we broke him :-(
[18:00] <kymara> i edited zones.xml and made an entity with an implementation thingy
[18:00] <kymara> and the implementation class i told it to use didn't exist cos i'm a dumbass
[18:00] <kymara> it didn't complain
[18:00] <kymara> on build
[18:01] <osl> oh you wanted to see my reaction, ok :P
[18:01] <kymara> ahh it did on load ok phew
[18:01] <durkham> it cannot moan on build
[18:01] <durkham> that is the problem with xml files
[18:02] <durkham> if you change a class in applicatin that is referenced there you dont get a complaint onbuild time
[18:02] <kymara> ok. for some things we have nice warnings like wanring: item dropped by creature doesn't exist! and that's at the top
[18:02] <kymara> i liek that
[18:02] <durkham> yes that is done when creatures.xml is preocessed
[18:02] <kymara> btw is there anything i should be checking for for the bag
[18:02] <kymara> do you want feedback on anything at all yet
[18:02] <durkham> and the complaint on the configurators come when they are read and processed
[18:03] <durkham> no feedback yet please , i tell you when i want to be shouted at :-D
[18:03] <kymara> ok :)
[18:03] <durkham> exception when you have the impression i go totally wrong
[18:04] <kymara> no its looking in a good direction
[18:04] <durkham> i will have to redo , the action show mechanism is guess
[18:05] <kymara> i was a bit worried when you made item panel semi opaque, when i read the commit. semi opacity can be really bad for the linux ppl. but it seems to be ok performance wise and it looks nice
[18:05] <kymara> action show mechanism? the right click menu thingy?
[18:05] <durkham> i did not make it semiopaque swing did it :-D
[18:05] <durkham> yes
[18:05] <durkham> how to tell it what to show
[18:05] <durkham> i find it too complicated atm
[18:06] <kymara> certainly it does irritate me that when you want to add a new entity thingy for clients to show and not use a basic one there, there's about 5 files to add or edit
[18:06] <durkham> yep
[18:07] <durkham> bad design :-D
[18:07] <kymara> you had to help me on skype that time because i hadn't found them all
[18:07] <kymara> do you mind my little occasional additions to quests.xml
[18:08] <kymara> the nicely written strings for what the quest states mean
[18:08] <durkham> well no , i only wondered because i said that is only preliminary and will undergo changes
[18:09] <kymara> ok. might the strings themselves not be used?
[18:09] <kymara> i got excited when i saw it worked :D i hadn't picked up on it before
[18:09] <durkham> as all quests are coded in java i do not see why the history thingy is not,
[18:10] <durkham> so i might prefer to have it done in the questfiles itself. yet unsure
[18:10] <durkham> i wanted to redo client first then think about how to display. then code aso
[18:11] <durkham> but you know i am too slow
[18:11] <durkham> :-(
[18:11] <osl> About migrating to java 1.6 where do you see the problem for end users? In the process of updating the java runtime?
[18:12] <durkham> could be an issue, my biggest worry are the 'not obvious' incompatibilities :-D
[18:12] <durkham> as in security managment, thread handling
[18:12] <durkham> swing components
[18:12] <durkham> aso.
[18:13] <osl> you are perseverant durkham , many programmers would have given up on revising the client code...
[18:13] <kymara> many did :D
[18:13] <durkham> it is not too clever to change the ground level of a building AND change the building at the same time
[18:14] <durkham> stubborn ?
[18:14] <durkham> :-)
[18:15] <durkham> and there are still the sounds bugs in the client that i introduced :-D
[18:16] <osl> durkham but incompatibilities seem more related to developers than end users... :/
[18:16] <osl> so ok
[18:17] <durkham> if you cannot start the program because java security hinders you (as user) that is no issue for developer : No users -> no complaints
[18:17] <durkham> yarr
[18:17] <osl> so the problem is adapting the code to 1.6?
[18:18] <durkham> no
[18:18] <durkham> the problem is i do not open more than one big workplace
[18:18] <durkham> and the time i used for discussing on it , could have been used better :-P
[18:18] <kymara> do teh users need us to update to 1.6?
[18:18] <kymara> no
[18:18] <osl> seems reasonable
[18:18] <kymara> do teh developers want to update yet? no
[18:18] <kymara> so why update :P
[18:19] <durkham> that is the other reason , we do not have to hurry
[18:19] * Bluelads4 (n=kvirc@p5084EB86.dip.t-dialin.net) has joined #arianne
[18:20] <osl> well someone at least wanted :)
[18:20] <osl> but it's ok I just wanted to know about it hipothetically
[18:21] <durkham> but this is more likely a oligarchy and he is not one of th emperors yet .:
[18:21] <durkham> harr harrr harrr
[18:21] * durkham waves at mad , sorry couldnt resist
[18:22] <kymara> humph kiheru led me astray
[18:22] <kymara> is there some command in java which means stop everything now
[18:23] <kymara> onAdded is a void method called when something is added to zone (in add method of StendhalRPZone)
[18:23] <kymara> i want my onAdded to say 'don't add, stop now!'
[18:23] <durkham> exit(1) = kill -9
[18:23] <kymara> but just return; in the middle of onAdded doesn't seem to stop it
[18:23] <durkham> dont do that
[18:24] <kymara> i know you hate returns :(
[18:24] <durkham> what ever you do there dont
[18:24] <kymara> the add method has this
[18:24] <kymara> // Needs to be before adding an item, in case Item.onPutOnGround()
[18:24] <kymara> // needs proper zone information
[18:24] <kymara> if (object instanceof Entity) {
[18:24] <kymara> ((Entity) object).onAdded(this);
[18:24] <kymara> }
[18:24] <kymara> so i overrode onAdded for my entity
[18:24] <kymara> did a checky checky, and if the check passes i want my entity not added at all
[18:24] <kymara> how do i make that happen
[18:24] <durkham> onAdded is called AFTER it was added
[18:24] <kymara> it is?
[18:24] <durkham> so you have to find where it is added
[18:25] <kymara> the comemnt said before
[18:25] <kymara> .// Needs to be before adding an item, in case Item.onPutOnGround()
[18:25] <kymara> .// needs proper zone information
[18:25] <kymara> or do i misread comment :(
[18:25] <durkham> welcome to spaghetti
[18:26] <kymara> ehe
[18:26] <kymara> will i distract you if i talk about this, do you want to get back on with your other stuff
[18:27] <durkham> private synchronized void add(final RPObject object, final Player player, final boolean expire) {
[18:27] <durkham> /*
[18:27] <durkham> * Assign [zone relative] ID info. TODO: Move up to MarauroaRPZone
[18:27] <durkham> */
[18:27] <durkham> assignRPObjectID(object);
[18:27] <durkham> super.add(object);
[18:27] <durkham> the super.add(object) put it into the zone
[18:27] <kymara> is that super.add(object); where it got added?
[18:27] <kymara> ok
[18:27] <kymara> bad thingy
[18:27] <durkham> no correctly called
[18:27] <kymara> ok bad katie
[18:27] * durkham hugs kym
[18:28] <kymara> so we have StoredChest. and we dont want to make a new StoredChest if one is already there
[18:28] <kymara> so i want to not put a new one over an old one
[18:28] * osl (i=5803ced3@gateway/web/ajax/mibbit.com/x-fed7a1ebf7507b0d) has left #arianne
[18:28] <durkham> what makes the thingy be added to ground ?
[18:28] <durkham> so when you create the new chest in the configurator
[18:28] <kymara> before it was using a configurator of the zone, which itself knows coords
[18:28] <durkham> you check if there already is one
[18:28] <kymara> but no, now i made factory for them
[18:29] <kymara> so that the coords may be set in xml
[18:29] <kymara> so it's an entity - implementation is storedchest
[18:29] <kymara> and there is a storedchestfactory
[18:29] <kymara> else i have to make a new configurator every time i want a stored chest to be in a different position
[18:29] <kymara> this way, less code, cos just one storedchestfactory
[18:29] <kymara> (good katie? katie good?)
[18:29] <durkham> no you can pass parameter
[18:30] <kymara> damn you
[18:30] <durkham> good katie
[18:30] <kymara> hehe
[18:30] <kymara> i didnt like using factory
[18:30] <kymara> since we actually have no attribuites
[18:30] <kymara> so ctx crap seems pointless
[18:30] <kymara> but the coordinates thing persudaded me
[18:30] <durkham> wait a moment
[18:30] <kymara> ok, configurator you say
[18:30] <kymara> ok i wait
[18:31] <kymara> (also configurators seem to be like maps.semos.city.blah and i will want common chests in other places and not want to use a configurator about smeos city in other places like we did for jail for so long, thats the other reason the entity - implentation way seemed nice)
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[18:32] <kymara> (but sadly teh factory doesn't know the coordinates of where it is being added but the item itself did)
[18:32] <kymara> shh katie
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[18:32] <durkham> <configurator class-name="games.stendhal.server.maps.semos.city.FertileGrounds">
[18:32] <durkham> <parameter name="x">62</parameter>
[18:33] <durkham> and you put your chest whereever you want you just have to change the path in the class-name thingy
[18:33] <durkham> the configurator and the creator of those does not care where it is
[18:33] <kymara> ok, but you said you didnt like havign semos jail mentioned for every no teleport zone
[18:33] <durkham> only the name in class-name must be the one where it is coded
[18:34] <durkham> ?
[18:34] <kymara> mm never midn its ok
[18:34] <durkham> still loads of brooming to do :-D
[18:34] <kymara> ok
[18:34] <kymara> can i put the configurator in games.stendhal.server.entity.mapstuff
[18:34] <kymara> .chest
[18:34] <durkham> sure
[18:34] <kymara> so i'm not using a location
[18:34] <kymara> ok tx
[18:34] <kymara> happy katie lala
[18:35] <kymara> and um
[18:35] <durkham> seems to be the correct place
[18:35] <kymara> will the configurator know what x is
[18:35] <kymara> so i can do a method like um boolean chestAt(x,y)
[18:35] <durkham> public void configureZone(final StendhalRPZone zone, final Map<String, String> attributes) {
[18:35] <durkham> they will be put into attributes
[18:36] <durkham> chestat(attributes.getInt("x") ,attributes.getInt("y"))
[18:36] <durkham> if has(...)
[18:36] <durkham> other way round :-D
[18:37] <durkham> and then you have the zone and the coords and can ask zone if there is one, and if not put one
[18:38] <kymara> ok thank you
[18:39] <kymara> this will look nice and shiny
[18:40] <kymara> what do you like better, durkham, an if else or a if { return}
[18:42] <kymara> oh actually i have better
[18:42] <kymara> if (!thingy) that is nice
[18:42] <kymara> ok
[18:42] <kymara> shhh
[18:49] <durkham> :-*
[18:49] <kymara> *:
[18:49] <kymara> ehe
[18:49] * love_puppet (n=gizmo_th@adsl-67-203-191.owb.bellsouth.net) has joined #arianne
[18:55] <kymara> getInt isn't know for attributes
[18:55] <kymara> can i get the String out of the Map<String, String> attributes somehow
[18:56] <kymara> then i can parse the string using one of your helpers
[18:56] <kymara> so can i do attributes.get("x"). shoudl i look up Map in java api in fact?
[18:57] <durkham> Integer.valueof("string")
[18:57] <durkham> throws numberformatexception if the value is not parsable
[18:57] <kymara> ok but i didnt mean that
[18:57] <kymara> i meant how to get the string which is x
[18:58] <kymara> from attributes
[18:58] <durkham> yes it is get("nameofattribute")
[18:58] <kymara> for getting an int i like the ones in MathHelper
[18:59] <kymara> ok thank you
[18:59] <durkham> you can look at fertilegrounds
[18:59] <kymara> oh yes
[19:00] * madmetzger (n=markus@g229093015.adsl.alicedsl.de) Quit ("Leaving.")
[19:02] * madmetzger (n=markus@g229093015.adsl.alicedsl.de) has joined #arianne
[19:13] * madmetzger (n=markus@g229093015.adsl.alicedsl.de) has left #arianne
[19:41] * madmetzger (n=markus@g230015174.adsl.alicedsl.de) has joined #arianne
[19:49] <postman-bot> espirit rented a sign saying "I would like to buy either a chaos axe or demon fire sword if anyone would sell"
[19:54] <kymara> can i check naming conventions with you pls durkham
[19:54] <kymara> before i commit
[19:54] <kymara> src/games/stendhal/server/entity/mapstuff/chest/StoredChest.java has the thingies like the constructors for what a StoredChest is
[19:55] <kymara> and I want to have a configurator for common chests (which should all now be stored) which takes the x and the y. and i think it shoudl be in src/games/stendhal/server/entity/mapstuff/chest too because well it's not specific to any one zone
[19:55] <kymara> but i can't call it src/games/stendhal/server/entity/mapstuff/chest/StoredChest.java because that name is there
[19:55] <kymara> so i called it src/games/stendhal/server/entity/mapstuff/chest/CommonChest.java
[19:55] <kymara> does that sound ok
[19:55] <kymara> or shoudl I really call it src/games/stendhal/server/entity/mapstuff/chest/StoredChestConfigurator.java or sth
[19:56] * love_puppet (n=gizmo_th@adsl-67-203-191.owb.bellsouth.net) Quit ("blarg")
[19:57] <kymara> i chose CommonChest because the old configurator for the semos charity chest was maps.semos.city.CommonChest
[19:57] <durkham> name it configurator so it is clear from the name , please
[19:57] <durkham> or wait
[19:57] <kymara> ok :) /StoredChestConfigurator or CommonChestConfigurator
[19:58] <kymara> i'm only really configuring aStoredChest, it just returns a stored chest (so long as one wasnt already there)
[19:58] <durkham> StoredChestConfigurator will do for now
[19:58] <kymara> ok
[19:59] <durkham> it configure Storedchests and its name says so , yay
[19:59] <durkham> new standard in stendhal name class after what it is good for :-D
[19:59] <durkham> hooray
[20:01] <durkham> i am always confused when i have to search for the config file of a speakernpc , because they are not named after the name of the npc.
[20:01] <durkham> for some assumed general usefullness
[20:02] <kymara> yes. what annoys me more is that half are still in xml
[20:03] <kymara> one day when i have 40 hours of time i dont know what to do with i will fix it
[20:11] <durkham> half of the npc ?
[20:12] <durkham> omg that is even worse than assumed
[20:14] * Atlan (i=mm@h-213.61.221.58.host.de.colt.net) Quit (hubbard.freenode.net irc.freenode.net)
[20:14] <kymara> ok maybe 1.4 but enought o annoy me
[20:14] <kymara> 1/4
[20:15] * Atlan (i=mm@h-213.61.221.58.host.de.colt.net) has joined #arianne
[20:15] <kymara> what makes me sad is that dine, mort, chadf painstakingly went through to convert them
[20:15] <kymara> and we are going to painstakingly convert back :D
[20:17] * Ci-Dev (n=ci-dev@p54BDDBDF.dip.t-dialin.net) has joined #arianne
[20:20] <CIA-52> arianne_rpg: kymara * stendhal/ (3 files in 3 dirs):
[20:20] <CIA-52> arianne_rpg: add a configurator for storedchests which checks first there isn't already a stored chest at that same position. use this now for the semos community
[20:20] <CIA-52> arianne_rpg: chest, so in game terms: the semos community chest contents are stored when the server is reset.
[20:22] <Ci-Dev> durkham: May habe time for giving me a hand in installing Eclipse so that I can compile Stendhal Client on my Windows box?
[20:22] <Ci-Dev> *have
[20:23] <Ci-Dev> Hello all by the way.
[20:24] <kymara> aw, can only durkham help :(
[20:25] * Ci-Dev hugs kymara.
[20:25] <Ci-Dev> durkham offered me help.
[20:25] <Ci-Dev> If you want to help me, I happily will accept as well.
[20:26] <kymara> ah no thats ok if it was already offered :)
[20:28] <durkham> darn
[20:28] <durkham> :-D
[20:28] <durkham> ci -dev sure i will
[20:28] <Ci-Dev> I am checking the wiki for an appropriate article first...
[20:28] <Ci-Dev> Thanks.
[20:29] <kymara> there's a StendhalOnEclipse
[20:29] <kymara> if you click Build Information on the left hand side toolbar
[20:29] <kymara> then soemthign about how to configure a development environment
[20:29] <kymara> then eclipse is there
[20:29] <durkham> just download eclipse
[20:30] <durkham> extract it and i be with you
[20:30] <Ci-Dev> I need some special Java for it as well, no?
[20:30] <Ci-Dev> I got JRE, but I guess I need the JDK?
[20:30] <durkham> jdk is better
[20:31] <durkham> we use 1.5 for stendhal
[20:31] <Ci-Dev> Better but not required? What's better with it then?
[20:31] <Ci-Dev> I prefer 1.6.
[20:31] <durkham> documenttation of java classes :-D
[20:31] <Ci-Dev> There is no 1.5 for FreeBSD.
[20:31] <Ci-Dev> But there is 1.6.
[20:31] <durkham> we ll ci dev if you prefer 1.6 and send incompatible patches .....
[20:31] <durkham> but it will be ok for now
[20:31] <Ci-Dev> I start developing on Windows, but will later move to FreeBSD, so 1.6 seems to be the logical choice.
[20:31] <durkham> gosh
[20:32] <Ci-Dev> Hm.
[20:32] <durkham> ok just download eclipse
[20:32] <Ci-Dev> Okay, then the other way around: 1.6 is compatible with 1.5?
[20:32] <durkham> i wont bother you with info on how we do it
[20:32] <durkham> i just make you able to run it
[20:32] <kymara> is there so much incompatibility between 1.5 and 1.6 that it's likely patches would be incompatible?
[20:32] <durkham> download eclipse . i am on standby
[20:32] * kymara hushes
[20:32] <Ci-Dev> durkham: Which version of Eclipse do I need?
[20:33] * durkham does not want to discuss on java 1.6 for the next 8 weeks at least, thanks
[20:33] <Ci-Dev> I make a cross in calendar for the day in 8 weeks and 1 day. :D
[20:33] <Ci-Dev> durkham: Am I a Java developer or a Java EE developer?
[20:34] <madmetzger> java
[20:34] <Ci-Dev> That is, Eclipse for Java or for Java EE?
[20:34] <Ci-Dev> Aye.
[20:34] <durkham> http://www.eclipse.org/downloads/download.php?file=/technology/epp/downloads/release/ganymede/SR2/eclipse-java-ganymede-SR2-win32.zip
[20:34] <Ci-Dev> It is downloading. I will give you a break of 15 minutes. :)
[20:46] <kymara> durkham: do you have any objection to me making pets storeable?
[20:46] <kymara> other than that CatTransformer sounds a little cruel
[20:49] <durkham> yes i have
[20:49] <kymara> ok, go on?
[20:49] <durkham> will explain later
[20:49] <kymara> ok
[21:32] * durkham enabled ci-dev 's eclipse
[21:33] <durkham> i think the way pet and sheep are done should be refactored, and if you make them storable now, i have to take that into account making refactoring more difficult
[21:33] <durkham> now i only have to cope with those in player objects
[21:37] * durkham mumbles we might need more small and easy quests for low level players
[21:37] <durkham> and i found 400 XP from the first cherub a lot today
[21:38] <kymara> 400xp from the first cherub has always been a lot ...
[21:38] <kymara> usually gets you up to level 4
[21:39] <kymara> i have refactored the amount of xp you get for the easy quests
[21:39] <kymara> just recently, but that it is 0.72
[21:39] <kymara> it was less before
[21:41] <durkham> could we make a simple collect quest
[21:41] <durkham> like a carot a wood more simple stuff from around semos ?
[21:42] <durkham> maybe for poor margareth for a experiments on new drinks ?
[22:00] <durkham> after all i am just the coder :-P
[22:01] <kymara> I think we have a lot of collecting quests and i'b be moreexcited about a new type, but that is harder. by level 10 i think players can start going to ados and seeing about quests there too but maybe the orcs on the way are too scary unless you're a fast runner
[22:02] <kymara> i guess you already did all the quests in and around semos
[22:03] <durkham> all i could find , and you know i am not as good in knowing them
[22:03] <kymara> and your daily quests :P
[22:03] <kymara> yes but a newbie wouldn't know them either
[22:03] <durkham> i find the major, the basement, tad
[22:03] <gummipferd> theres a bigger problem than the orcs. players will follow the road, and then run into the raiders...
[22:03] <kymara> raiders?
[22:03] <durkham> that is all manageable
[22:03] <gummipferd> you know... forgot the name... chief falatheen
[22:03] <gummipferd> risecias
[22:03] <kymara> risecia. there's a sign to warn against them
[22:03] <gummipferd> thats the name
[22:04] <kymara> there's more npcs in semos who give you tasks
[22:04] <durkham> that is really not the problem , you ony have to run veryy fast :-D
[22:04] <durkham> monogones hat
[22:04] <kymara> um, leander, hayunn, monogenes,
[22:04] <kymara> plink is in semos plains
[22:04] <durkham> dagobert was hard did not try yet again
[22:04] <durkham> plink i had
[22:04] <kymara> heh
[22:04] <durkham> leander pizza quest ?
[22:04] <kymara> how about messages thingy for hackim?
[22:04] <gummipferd> durkham: i remember getting killed because of the archers
[22:04] <kymara> yes leander's can be too hard for newbies
[22:05] <kymara> gummipferd: they go slower now
[22:05] <durkham> hayunn rat thingy
[22:05] <kymara> hayunn wnat beer
[22:05] <durkham> o more beer ordered
[22:05] <kymara> want
[22:05] <durkham> i did not see it
[22:05] <kymara> you have to ask him for a task for that
[22:05] <kymara> hm i think you have it all then
[22:06] <durkham> and after that you have to level up to get to the other quests
[22:06] <durkham> i think
[22:07] <durkham> so i thought about more things to do that make you explore
[22:07] <durkham> i could not find sally , ( i never can ) :-D
[22:07] <kymara> hehe
[22:07] <durkham> women like loose orientation
[22:07] <kymara> oh look book for ceryl
[22:07] <durkham> and food for ..
[22:07] <kymara> and joshua quest, but you have to get to ados for that
[22:08] <durkham> but book for ceryl id need to now where to go
[22:08] <durkham> waaahaaa
[22:08] <kymara> yes jynath is hard to find for newbies
[22:08] <kymara> you can ask other players?
[22:08] <durkham> they dont know :-P
[22:08] <kymara> losers
[22:08] <kymara> does having the atlas open help you find sally
[22:08] <durkham> i could ask support they tell me , it is what the game is about .-D
[22:09] <gummipferd> its ok if there are quests start today and finish them later imo
[22:09] <gummipferd> *-them
[22:09] <durkham> yes
[22:09] <durkham> i dont object
[22:09] <durkham> somehow i thought : uhm what could i do now.
[22:09] <kymara> ooh you could look on stendhal quests page on wiki
[22:09] <kymara> that might have more ideas for you?
[22:10] <durkham> and i knew i needed more power to do but find it weird to just kill for fun
[22:10] <kymara> and the beginnersguide suggests someone of your level trys killing kobolds in the mines
[22:10] <kymara> tries
[22:10] <kymara> tsk katie grammer
[22:10] <kymara> grammar
[22:10] <durkham> :-D
[22:10] <kymara> :(
[22:10] <gummipferd> durkham: youre just not the psychopath this game requires :P
[22:10] <durkham> i knew i was missing a skill for it :-D
[22:10] <kymara> missing a skull :PO
[22:10] <kymara> oops
[22:10] <gummipferd> no seriously... there soon is too less to do if youre a newbie
[22:11] <kymara> or, you could try asking if you can go fight with someone else
[22:11] <kymara> as a newbie char recently i was playing with my friend and that was waayy more fun
[22:11] <durkham> i am a loner first in all games
[22:11] <kymara> and we could go to slightly harder places
[22:11] <durkham> yes and you know all the places by heart
[22:11] <kymara> 'including the game of life' you should add if you want full effect, durkham
[22:11] * gummipferd agrees with kymara
[22:11] <kymara> mmhmm but with the new RP i couldnt be complacent
[22:11] <kymara> in fact
[22:12] <kymara> i would run ahead in suicidal fashion
[22:12] <durkham> that is why i started the . level up as fast as possible without help
[22:12] <kymara> anyway with her i tried to not know stuff and let her explore
[22:12] <kymara> else it'd be less fun
[22:13] <durkham> tx god , i am a real good forget-what-you-already-did and that slows me down everytime :-D
[22:14] <gummipferd> itd be nice if doing adventures in a group had more advantages... i dont know how to achieve this effect though
[22:15] <durkham> atm i try not to run after all those red herring to get gui done
[22:15] <durkham> which then will make it easier to add to gui
[22:16] <durkham> maybe semos could grow a bit :-)
[22:17] <durkham> are there unused buildings in semos city ?
[22:17] <gummipferd> nope
[22:17] <gummipferd> i dont think so at least
[22:17] <gummipferd> wait
[22:17] <gummipferd> there is one left
[22:18] <gummipferd> next to skyes home
[22:23] <kymara> yes
[22:23] <kymara> and there's semos tower
[22:23] <kymara> up by the mine town
[22:23] <kymara> tbh i woudln't mind semos city getting a little rearranged
[22:23] <kymara> because apparently the layout is really from z***a
[22:24] <kymara> in fact many of teh maps have the layout from z***a
[22:24] <durkham> house moving?
[22:24] <kymara> i dont know just enought o make it look different because even with all the redrawing it's detectable :(
[22:25] <durkham> do you have a list of which maps are affected ?
[22:25] <durkham> yes / no answer
[22:25] <kymara> no
[22:26] <kymara> you make it sound liek you hat emy answers :(
[22:27] <durkham> no
[22:27] <durkham> i just wanted to avoid you list them here
[22:27] <durkham> sorry if i was rude :-D
[22:27] <durkham> .-*
[22:27] <durkham> :-*
[22:32] <Ci-Dev> What does CVS do when it fetches updates and there are local changes?
[22:32] <Ci-Dev> They are merged in?
[22:32] <Ci-Dev> What about conflits?
[22:34] <durkham> they are merged in if possible, on conflicts you be asked
[22:34] <durkham> you can always choose team synchronize to preview
[22:34] <Ci-Dev> Aye.
[22:35] <durkham> our users would be scared if we wer moving houses around ?
[22:36] <postman-bot> Margaret shouts: Hello all, lets come together in Semos Tavern. Maja has prepared a Quiz for you. Come, win some nice things... and have fun of course ;)
[22:36] <durkham> ohhh
[23:07] <CIA-52> arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/PlayerRPClass.java: update URL for server welcome to the new tidier version and fix spelling mistakes in the comment
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