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	<title>IRCMeeting/20100308 - Revision history</title>
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		<title>Clonk-Karl: Log for meeting on March 8.</title>
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		<updated>2010-03-09T19:43:49Z</updated>

		<summary type="html">&lt;p&gt;Log for meeting on March 8.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Summary ==&lt;br /&gt;
* Mimmo_O: Ring menu to be committed soon(?)&lt;br /&gt;
* ck: Investigated animation bug ([http://bugs.openclonk.org/view.php?id=142 #142]) further. Probably not an engine problem.&lt;br /&gt;
** Wrote a simple [http://gitorious.org/ckview OGRE mesh viewer].&lt;br /&gt;
* Quick slot bar for inventory, Clonk might carry up to 5 items with backpack&lt;br /&gt;
** Common items should be quickly accessible without having to eye-scan the inventory&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;19:03:37&amp;lt;!ck&amp;gt; meeting anyone?&lt;br /&gt;
19:04:25&amp;lt;!Zapper&amp;gt; not much time atm - i could tell that I have continued to work on the weapons and am not quite happy with them, though&lt;br /&gt;
19:05:11&amp;lt;!ck&amp;gt; what&amp;#039;s the problem?&lt;br /&gt;
19:05:43&amp;lt;!Zapper&amp;gt; well, my aim is not to make them especially realistic or anything but fun to play - and I have not yet reached that imo&lt;br /&gt;
19:05:54&amp;lt; Randrian_&amp;gt; am am here too. Newton is away at the supermarket but will be back soon he said&lt;br /&gt;
19:05:55&amp;lt;!Zapper&amp;gt; probably because of some minor things. I just have to fiddle around with them I guess&lt;br /&gt;
19:06:31&amp;lt;!ck&amp;gt; so &amp;quot;just&amp;quot; playing around with parameters basically?&lt;br /&gt;
19:06:40&amp;lt;!Mimmo_O&amp;gt; sry for disturbance. how do i give a clonk more inventroy place?&lt;br /&gt;
19:06:53-!- Randrian_ [~randrian@83.171.179.euirc-7ddcc636] has quit [Connection reset by peer]&lt;br /&gt;
19:07:37-!- Randrian_ [~randrian@euirc-ff30a42a.212.114.236.62.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:08:28&amp;lt;!Mimmo_O&amp;gt; got it&lt;br /&gt;
19:09:31&amp;lt;!ck&amp;gt; so I did investigate that animation problem (bones at incorrect position, #142) again. Basic conclusion is that I don&amp;#039;t think it&amp;#039;s an engine bug.&lt;br /&gt;
19:09:36&amp;lt;!ck&amp;gt; Randrian_: Maybe we can discuss that after the meeting&lt;br /&gt;
19:11:10&amp;lt; Randrian_&amp;gt; hmm ok&lt;br /&gt;
19:11:27&amp;lt; Randrian_&amp;gt; sounds like i have the &amp;quot;Schwarzen Peter&amp;quot;&lt;br /&gt;
19:14:01&amp;lt;!Mimmo_O&amp;gt; ck:&lt;br /&gt;
19:14:34&amp;lt;!Mimmo_O&amp;gt;  http://84.143.132.17/errors2.jpg those pictures were drawn on the circles via SetGraphics. as you can see, only objects with 3d-models are moved. they move more right, the further i zoom out&lt;br /&gt;
19:15:11&amp;lt;!ck&amp;gt; I have seen a similar behaviour with the HUD lately&lt;br /&gt;
19:15:19&amp;lt;!Mimmo_O&amp;gt; kk&lt;br /&gt;
19:15:25&amp;lt;!ck&amp;gt; not sure whether it&amp;#039;s the same problem&lt;br /&gt;
19:15:59&amp;lt;!ck&amp;gt; Anyway can you file a bug about it?&lt;br /&gt;
19:16:25&amp;lt;!Mimmo_O&amp;gt; i could, but i dont have an account yet&lt;br /&gt;
19:16:31&amp;lt;!Mimmo_O&amp;gt; ill do it later&lt;br /&gt;
19:17:00&amp;lt;!ck&amp;gt; Please don&amp;#039;t forget, or otherwise I might forget about the bug :P&lt;br /&gt;
19:17:07&amp;lt;!ck&amp;gt; thanks :)&lt;br /&gt;
19:17:13&amp;lt;!Mimmo_O&amp;gt; k&lt;br /&gt;
19:17:40&amp;lt;!Mimmo_O&amp;gt; by the way. i have made a ringmenu and i am about to generalize it, for other use. Newton thouht it could be useful&lt;br /&gt;
19:18:55&amp;lt;!ck&amp;gt; hm actually I think this is the same bug as the upperboard bug&lt;br /&gt;
19:19:14&amp;lt;!ck&amp;gt; Which is already filed in the bugtracker ;)&lt;br /&gt;
19:19:56&amp;lt;!ck&amp;gt; sure@ring menu :)&lt;br /&gt;
--- Log closed Mon Mar 08 19:26:55 2010&lt;br /&gt;
--- Log opened Mon Mar 08 19:27:22 2010&lt;br /&gt;
19:27:22-!- ck [~ck@euirc-8e298988.versanet.de] has joined #openclonk-dev&lt;br /&gt;
19:27:22-!- Irssi: #openclonk-dev: Total of 29 nicks [0 ops, 0 halfops, 1 voices, 28 normal]&lt;br /&gt;
19:27:22-!- mode/#openclonk-dev [+ao ck ck] by ChanServ&lt;br /&gt;
19:27:57-!- Irssi: Join to #openclonk-dev was synced in 35 secs&lt;br /&gt;
19:27:58&amp;lt;!Mimmo_O&amp;gt; do you want to test it?&lt;br /&gt;
19:28:15&amp;lt;!ck&amp;gt; Randrian_: Can Blender tell you the x/y/z coordinates of a bone?&lt;br /&gt;
19:28:47&amp;lt; Randrian_&amp;gt; hmm it can tell me some coordinates, but I don&amp;#039;t know if they are the same as ingame.&lt;br /&gt;
--- Log opened Mon Mar 08 19:33:57 2010&lt;br /&gt;
19:33:57-!- ck [~ck@euirc-8e298988.versanet.de] has joined #openclonk-dev&lt;br /&gt;
19:33:57-!- Irssi: #openclonk-dev: Total of 29 nicks [0 ops, 0 halfops, 1 voices, 28 normal]&lt;br /&gt;
19:33:57-!- mode/#openclonk-dev [+ao ck ck] by ChanServ&lt;br /&gt;
19:34:25&amp;lt;!Mimmo_O&amp;gt; ck: do you want to test the ring menu?&lt;br /&gt;
19:34:25&amp;lt;!ck&amp;gt; hnn. Why is nvidia the only vendor who is capable to create graphics drivers which do not crash all the time on Linux!?&lt;br /&gt;
19:34:36-!- Irssi: Join to #openclonk-dev was synced in 39 secs&lt;br /&gt;
19:35:08&amp;lt;!ck&amp;gt; Mimmo_O: not right now, sorry&lt;br /&gt;
19:35:22&amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
19:35:30&amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the bone relative to the origin of the model&lt;br /&gt;
19:39:25-!- Randrian_ [~randrian@euirc-ff30a42a.212.114.236.62.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
19:49:16&amp;lt;!Newton&amp;gt; hi, i am here&lt;br /&gt;
19:49:21&amp;lt;!Newton&amp;gt; but much later than expected&lt;br /&gt;
19:49:24&amp;lt;!Newton&amp;gt; so i have to go again&lt;br /&gt;
19:49:37&amp;lt;!Mimmo_O&amp;gt; :&amp;lt;&lt;br /&gt;
19:49:40&amp;lt;!Mimmo_O&amp;gt; ringmenu finished..!&lt;br /&gt;
19:50:13&amp;lt;!Newton&amp;gt; in a few minutes&lt;br /&gt;
19:50:22&amp;lt;!Newton&amp;gt; yeah, read that&lt;br /&gt;
19:50:30&amp;lt;!Newton&amp;gt; I&amp;#039;ll have a look at it later&lt;br /&gt;
19:51:01&amp;lt;!Mimmo_O&amp;gt; since its not  polished yet and maybe need some changes, i wont submit it now&lt;br /&gt;
19:51:16&amp;lt;!Newton&amp;gt; I btw have nothing to report. Well, I finished the TGoW scenario (see blog) and renamed all the IDs plus some minor cleanup stuff&lt;br /&gt;
19:53:15-!- Randrian_ [~randrian@euirc-71fb6b01.83.171.155.103.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:53:44&amp;lt;!ck&amp;gt; 19:35:30 &amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the bone relative to  the origin of the model&lt;br /&gt;
19:55:27&amp;lt;!Newton&amp;gt; well, cya later&lt;br /&gt;
19:55:37-!- Randrian_ [~randrian@euirc-71fb6b01.83.171.155.103.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
19:55:52&amp;lt;!Mimmo_O&amp;gt; cu&lt;br /&gt;
20:10:22-!- Randrian_ [~randrian@euirc-8b427818.83.171.176.201.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
20:11:52&amp;lt;!ck&amp;gt; 19:53:44 &amp;lt;!ck&amp;gt; 19:35:30 &amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the  bone relative to  the origin of the model&lt;br /&gt;
20:11:52&amp;lt;!ck&amp;gt; :)&lt;br /&gt;
20:12:34&amp;lt; Randrian_&amp;gt; did you recieve my last posts? &amp;lt;Randrian_&amp;gt; well, i have looked up the bone pos_tool1 in the CarryArms animation. The coordinates blender displays actually change during the animation, while the bone doen&amp;#039;t move during the animation, which seems strange&lt;br /&gt;
20:12:34&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian_&amp;gt; perhaps this is related to this bug.&lt;br /&gt;
20:12:56&amp;lt; Randrian_&amp;gt; seems really stange.&lt;br /&gt;
20:13:07&amp;lt; Randrian_&amp;gt; this could be a result of my rig.&lt;br /&gt;
20:13:37&amp;lt; Randrian_&amp;gt; But I don&amp;#039;t think other games alway use just direct bone animation instead of creating them by poses.&lt;br /&gt;
20:14:10&amp;lt;!ck&amp;gt; what do you mean by that?&lt;br /&gt;
20:14:59&amp;lt;!ck&amp;gt; I wrote a simple mesh viewer using the OGRE libraries and it shows the exact same bone position as the Clonk engine does&lt;br /&gt;
20:15:26&amp;lt;!ck&amp;gt; I also attached the musket in OGRE in the MusketLoadArms animation, and it has the same problem&lt;br /&gt;
20:15:57&amp;lt;!ck&amp;gt; also, the legs of the clonk are &amp;quot;reverted&amp;quot; when (only) playing MusketLoadArms, both in OGRE and in Clonk&lt;br /&gt;
20:16:00&amp;lt; Randrian_&amp;gt; well you can rotate/translate the bones in blender directly. But it is ofthen easier to have a rig with constraints, so that you can say where the foot should go and blender automatically calculated how the bones have to be moved.&lt;br /&gt;
20:16:22-!- Mortimer [~Mortimer@euirc-0650b51d.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
20:16:43&amp;lt;!ck&amp;gt; (see http://arbur.net/clonk/ckview.png)&lt;br /&gt;
20:16:46&amp;lt; Randrian_&amp;gt; well, the legs don&amp;#039;t have keyframes, so there can&amp;#039;t be a fixed behaviour for them I think.&lt;br /&gt;
20:17:05&amp;lt; Randrian_&amp;gt; oh hmm&lt;br /&gt;
20:17:26&amp;lt;!ck&amp;gt; I would have guessed they should just appear as in the unanimated mesh&lt;br /&gt;
20:17:53&amp;lt; Randrian_&amp;gt; btw. can you commit this mesh viewer somewhere? It could be usefull for making meshes.&lt;br /&gt;
20:17:59&amp;lt; Randrian_&amp;gt; hmm, I would have thought so too.&lt;br /&gt;
20:18:22&amp;lt;!ck&amp;gt; It&amp;#039;s in a git repository. I can publish it if you want&lt;br /&gt;
20:18:49&amp;lt; loriel&amp;gt; the best kind of repository&lt;br /&gt;
20:19:15&amp;lt; Randrian_&amp;gt; well, if it has some kind of interface, so that the animations and things aren&amp;#039;t hardcoded.&lt;br /&gt;
20:19:29&amp;lt;!ck&amp;gt; Yes, a command line interface :)&lt;br /&gt;
20:19:37-!- Ape [~ape@euirc-7fdc53a9.dhcp.inet.fi] has quit [Client exited]&lt;br /&gt;
20:19:37-!- Ape3000 [~ape@euirc-7fdc53a9.dhcp.inet.fi] has quit [Client exited]&lt;br /&gt;
20:19:55&amp;lt;!Isilkor&amp;gt; the best kind of interface&lt;br /&gt;
20:20:02&amp;lt; Randrian_&amp;gt; yes, this sould be enough. (at least for me)&lt;br /&gt;
20:20:49&amp;lt;!Zapper&amp;gt; by the way - why did we kicked out the &amp;quot;backpack&amp;quot; inventory space?&lt;br /&gt;
20:21:02&amp;lt; Randrian_&amp;gt; ask newton&lt;br /&gt;
20:21:04&amp;lt; Randrian_&amp;gt; he did it&lt;br /&gt;
20:22:43&amp;lt;!Zapper&amp;gt; :(&lt;br /&gt;
20:23:27&amp;lt; Randrian_&amp;gt; it messed all the levels up with 3 start items&lt;br /&gt;
20:24:01&amp;lt; Matthi&amp;gt; because it&amp;#039;s not just an additional inventory slot, but a low level game design decision to introduce a real inventory&lt;br /&gt;
20:24:31&amp;lt;!Zapper&amp;gt; aaand?&lt;br /&gt;
20:25:43&amp;lt;!ck&amp;gt; Randrian_: So do you think it could be a problem in the mesh or the exporter?&lt;br /&gt;
20:25:46&amp;lt; Matthi&amp;gt; what exaclty are you missing now?&lt;br /&gt;
20:25:58&amp;lt; Matthi&amp;gt; the button which opens the backpack?&lt;br /&gt;
20:27:16&amp;lt;!Zapper&amp;gt; we _have_ a backpack?&lt;br /&gt;
20:27:34&amp;lt;!Zapper&amp;gt; I want &amp;quot;fast&amp;quot; access to more than two items&lt;br /&gt;
20:27:38&amp;lt; Matthi&amp;gt; yes&lt;br /&gt;
20:27:46&amp;lt;!Zapper&amp;gt; currently we dont have one slot more than in CR - we actually have less space&lt;br /&gt;
20:27:49&amp;lt; Matthi&amp;gt; fast as in &amp;quot;press a keyboard button to bring up the inventory&amp;quot;&lt;br /&gt;
20:27:52&amp;lt;!Zapper&amp;gt; considering that we outsource everything as a tool&lt;br /&gt;
20:28:09&amp;lt;!Zapper&amp;gt; if I have to select the item with the mouse afterwards, I wouldnt consider it fast&lt;br /&gt;
20:28:15&amp;lt; Randrian_&amp;gt; ck: yes I think so. Perhaps more in the armature/rig and how blender handles this.&lt;br /&gt;
20:28:32&amp;lt; Matthi&amp;gt; Zapper: Hm.&lt;br /&gt;
20:28:40&amp;lt;!Isilkor&amp;gt; I feel like I should bring up the MGS style inventory again&lt;br /&gt;
20:28:45&amp;lt;!Zapper&amp;gt; I mean: The idea is not bad, since nearly every solution for the 3-space-inventory was only for _3_-space inventories&lt;br /&gt;
20:28:49&amp;lt;!Zapper&amp;gt; mgs?&lt;br /&gt;
20:28:52&amp;lt;!Zapper&amp;gt; metal gear solid?&lt;br /&gt;
20:28:55&amp;lt;!Isilkor&amp;gt; yes&lt;br /&gt;
20:28:56&amp;lt;!Zapper&amp;gt; never played it&lt;br /&gt;
20:29:58&amp;lt;!Zapper&amp;gt; I have nothing against selecting my item from the backpack with the number keys, though&lt;br /&gt;
20:30:07&amp;lt; Matthi&amp;gt; Zapper: but however you turn and twist it, you&amp;#039;d always have some sort of limitation on how many items you can access directly without navigating through the inventory&lt;br /&gt;
20:30:25&amp;lt; Matthi&amp;gt; The question to answer would be &amp;quot;how many different items do you need on speed dial&amp;quot;&lt;br /&gt;
20:30:26&amp;lt;!Zapper&amp;gt; yepp&lt;br /&gt;
20:30:48&amp;lt;!Zapper&amp;gt; I would at least map the number keys to the first (few) row(s) of the backpack&lt;br /&gt;
20:31:04&amp;lt;!Isilkor&amp;gt; all the number keys?&lt;br /&gt;
20:31:05&amp;lt;!Zapper&amp;gt; in &amp;quot;normal&amp;quot; gameplay you would be able to access at least 5 items at a very high speed&lt;br /&gt;
20:31:07&amp;lt;!Zapper&amp;gt; sure&lt;br /&gt;
20:31:20&amp;lt; Matthi&amp;gt; mh, nice idea, but I wouldnt: this would require you to keep your backpack organised all the time&lt;br /&gt;
20:31:28&amp;lt;!Zapper&amp;gt; well&lt;br /&gt;
20:31:35&amp;lt;!Zapper&amp;gt; Not more organized than every other solution not using a mouse&lt;br /&gt;
20:31:46&amp;lt;!Zapper&amp;gt; But I actually find it ok&lt;br /&gt;
20:31:48&amp;lt;!Isilkor&amp;gt; also, it wouldn&amp;#039;t really work well on Newton&amp;#039;s SNES gamepad&lt;br /&gt;
20:31:51&amp;lt;!Isilkor&amp;gt; BAM killer argument&lt;br /&gt;
20:31:55&amp;lt; Matthi&amp;gt; I&amp;#039;d create 5 to 10 &amp;quot;quick access&amp;quot; slots resembling those two we have right now&lt;br /&gt;
20:32:09&amp;lt;!Zapper&amp;gt; without a backpack?&lt;br /&gt;
20:32:12&amp;lt; Matthi&amp;gt; you could then &amp;quot;fill&amp;quot; those with references to backpack-items&lt;br /&gt;
20:32:39&amp;lt;!Zapper&amp;gt; how would that not force the player to organize stuff? :x&lt;br /&gt;
20:32:47&amp;lt;!Zapper&amp;gt; you would actually have to organize even more&lt;br /&gt;
20:32:59&amp;lt; Matthi&amp;gt; no, not really.&lt;br /&gt;
20:33:01&amp;lt; Matthi&amp;gt; Here&amp;#039;s why:&lt;br /&gt;
20:33:12&amp;lt;!Zapper&amp;gt; having the item at the right place in the backpack AND having the slot you want mapped to the right backpack position&lt;br /&gt;
20:33:22&amp;lt; Matthi&amp;gt; Imaging I set my stack of Flints on quick access button &amp;quot;1&amp;quot;.&lt;br /&gt;
20:33:27&amp;lt; Matthi&amp;gt; *Imagine&lt;br /&gt;
20:33:47&amp;lt; Matthi&amp;gt; So, now, I run out of flints, causing my backpack to have an empty spot&lt;br /&gt;
20:34:20&amp;lt; Matthi&amp;gt; I collect a loam now - YOUR system would suddenly have that loam on speed dial 1&lt;br /&gt;
20:34:36&amp;lt; Matthi&amp;gt; mine wouldn&amp;#039;t ;)&lt;br /&gt;
20:34:43&amp;lt; Matthi&amp;gt; let&amp;#039;s take that further&lt;br /&gt;
20:34:51&amp;lt; Matthi&amp;gt; after doing that, I buy new flints&lt;br /&gt;
20:35:11&amp;lt; Matthi&amp;gt; in your system, I&amp;#039;d have to check where in my backpack they went and maybe shift them around&lt;br /&gt;
20:35:45&amp;lt; Matthi&amp;gt; In my system, you wouldn&amp;#039;t have to do a thing, because your speed dial is &amp;quot;use flint&amp;quot;, and that works independant from its backpack-position&lt;br /&gt;
20:35:58&amp;lt;!Zapper&amp;gt; but when your items are not put into speed dial slots automatically you would have to select them every time (maybe in a fast fight!) when you really want to use your collected items&lt;br /&gt;
20:36:27&amp;lt;!Zapper&amp;gt; your system would remember the IDs? So you would have to have one slot for flints, one for superflints and so on?&lt;br /&gt;
20:36:37&amp;lt; Matthi&amp;gt; for example, yes&lt;br /&gt;
20:36:51&amp;lt; Matthi&amp;gt; hm, that argument is also valid @quick access to collected items&lt;br /&gt;
20:36:56&amp;lt; Matthi&amp;gt; tricky&lt;br /&gt;
20:37:16&amp;lt;!Zapper&amp;gt; i&amp;#039;d actually rather put the items on speed dial slots and maybe have to shift them around _after_ the fight than not being able to access the items in the fight :/&lt;br /&gt;
20:37:30&amp;lt;!Zapper&amp;gt; or _before_ the fight when you leave the base&lt;br /&gt;
20:38:07&amp;lt; Matthi&amp;gt; So you are saying, that the quick-dial slots don&amp;#039;t reference the backpack items-slots, but are items-slots themself?&lt;br /&gt;
20:38:17&amp;lt; Matthi&amp;gt; .. works for me&lt;br /&gt;
20:38:28&amp;lt;!Zapper&amp;gt; not necessarily&lt;br /&gt;
20:38:43&amp;lt;!Zapper&amp;gt; they still can reference item slots&lt;br /&gt;
20:38:49&amp;lt;!Zapper&amp;gt; but I would let them reference the first few&lt;br /&gt;
20:38:56&amp;lt;!Zapper&amp;gt; ill be afk right now - clonkine wants to play hon :o&lt;br /&gt;
20:38:56&amp;lt; Matthi&amp;gt; hm&lt;br /&gt;
20:38:58&amp;lt; Matthi&amp;gt; okay&lt;br /&gt;
20:39:07&amp;lt; Matthi&amp;gt; sounds better for fast melees after all&lt;br /&gt;
20:39:18&amp;lt; Matthi&amp;gt; how tells newton that his controls wont work anymore?&lt;br /&gt;
20:39:20&amp;lt; Matthi&amp;gt; *who&lt;br /&gt;
20:40:05&amp;lt;!ck&amp;gt; Randrian_: Ok try &amp;quot;git clone git://gitorious.org/ckview/ckview.git&amp;quot;&lt;br /&gt;
20:40:41&amp;lt; Randrian_&amp;gt; ok, have to install git first&lt;br /&gt;
20:40:56&amp;lt;!ck&amp;gt; You&amp;#039;ll also need ogre dev libs and ois dev libs to compile it&lt;br /&gt;
20:41:11&amp;lt; Randrian_&amp;gt; oh puh...&lt;br /&gt;
20:41:57&amp;lt;!ck&amp;gt; what distribution are you using?&lt;br /&gt;
20:42:42&amp;lt; Randrian_&amp;gt; ehm kubuntu&lt;br /&gt;
20:43:17&amp;lt;!ck&amp;gt; should be quite easy to install there. If I had to guess the package names I&amp;#039;d say ogre-dev and ois-dev. Or maybe libogre-dev and libois-dev ;)&lt;br /&gt;
20:43:53&amp;lt; Randrian_&amp;gt; what is this ois?&lt;br /&gt;
20:44:25&amp;lt;!Isilkor&amp;gt; an input lib&lt;br /&gt;
20:44:55&amp;lt;!Isilkor&amp;gt; libogre-dev and libois-dev are in universe&lt;br /&gt;
20:44:57&amp;lt;!ck&amp;gt; The OGRE example code was using it, so I kept it. Didn&amp;#039;t know it before either :)&lt;br /&gt;
20:45:24&amp;lt;!Isilkor&amp;gt; ck: I think it was part of Ogre before, but they split it out&lt;br /&gt;
20:45:46&amp;lt;!ck&amp;gt; ah, makes sense&lt;br /&gt;
20:58:56&amp;lt; Randrian_&amp;gt; ok mesh viewer works&lt;br /&gt;
20:59:09-!- Luchs^away is now known as luchs&lt;br /&gt;
20:59:16&amp;lt; Randrian_&amp;gt; and I have seen that walk actually doesn&amp;#039;t look very good...&lt;br /&gt;
20:59:33&amp;lt;!ck&amp;gt; You figured out the commandline parameters? Cool ;)&lt;br /&gt;
21:00:07&amp;lt;!ck&amp;gt; There&amp;#039;s also a third one to only show a specific keyframe of an animation&lt;br /&gt;
21:00:11&amp;lt; Randrian_&amp;gt; well first parameter mesh second animation?&lt;br /&gt;
21:01:04&amp;lt; Randrian_&amp;gt; and what about attachments? or at least showing the bones?&lt;br /&gt;
21:01:33&amp;lt;!ck&amp;gt; I hardcoded that for testing, sorry :|&lt;br /&gt;
21:02:11&amp;lt;!ck&amp;gt; Also attachment is not too easy because OGRE does not allow to specify a bone for the attached mesh, just for the one to attach to I think&lt;br /&gt;
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21:03:52&amp;lt; Randrian_&amp;gt; ah ok, I thought you had this already implemented, cause you said you tested it,.,&lt;br /&gt;
21:04:24&amp;lt;!ck&amp;gt; I did, but it&amp;#039;s not in that public repository :)&lt;br /&gt;
21:04:54&amp;lt;!ck&amp;gt; I can give you the code but I didn&amp;#039;t want to commit since it&amp;#039;s not very ugly and hacky and whatnot&lt;br /&gt;
21:05:30&amp;lt; Randrian_&amp;gt; ah ok&lt;br /&gt;
21:05:38&amp;lt;!ck&amp;gt; er&lt;br /&gt;
21:05:42&amp;lt;!ck&amp;gt; it _is_ very ugly ;)&lt;br /&gt;
21:06:33&amp;lt; Randrian_&amp;gt; I didn&amp;#039;t really notice you wrote &amp;quot;it&amp;#039;s not&amp;quot; instad of _is_^^&lt;br /&gt;
21:07:17&amp;lt; Randrian_&amp;gt; but the viewer is already a good tool I think.&lt;br /&gt;
21:07:47&amp;lt; Randrian_&amp;gt; But I&amp;#039;ll hope that I don&amp;#039;t have to change too much with the armature of the clonk... that coule mean to break a lot of animations...&lt;br /&gt;
21:08:05&amp;lt; Randrian_&amp;gt; I already had to redo some animatione when I introduced ellbow control constraints.&lt;br /&gt;
21:08:07&amp;lt;!ck&amp;gt; yeah. Can still be steadily improved. If you have a fix or so for it let me know and I&amp;#039;ll push it&lt;br /&gt;
21:08:27&amp;lt; Randrian_&amp;gt; ok&lt;br /&gt;
21:10:02&amp;lt;!ck&amp;gt; btw I think the clonk model in the repos is not the latest so don&amp;#039;t get confused about that&lt;br /&gt;
21:10:17&amp;lt;!ck&amp;gt; Just because I did get confused ;)&lt;br /&gt;
21:10:49&amp;lt;!ck&amp;gt; It&amp;#039;s just that my version of OGRE (1.6.5) refused to load the current one which was created with a newer version of the XML-&amp;gt;Binary converter&lt;br /&gt;
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21:25:49&amp;lt;!Zapper&amp;gt; ] &amp;lt;Matthi&amp;gt; how tells newton that his controls wont work anymore? &amp;lt;- @his gamepad? well, he can still use the slow selection if he wants to :)&lt;br /&gt;
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21:33:22&amp;lt; Matthi&amp;gt; Zapper: to get it together in a short sentence: we&amp;#039;re going to add 3 additional quicklist-slots and a real inventory whose first 5 slots represent those in the quicklist, right?&lt;br /&gt;
21:34:22&amp;lt;!Zapper&amp;gt; I would sign that&lt;br /&gt;
21:34:26&amp;lt;!Zapper&amp;gt; but why 3 here and 5 there?&lt;br /&gt;
21:38:13&amp;lt; Matthi&amp;gt; err&lt;br /&gt;
21:38:16&amp;lt; Matthi&amp;gt; well&lt;br /&gt;
21:38:22&amp;lt; Matthi&amp;gt; we already have 2 in the quicklist&lt;br /&gt;
21:38:22&amp;lt; Matthi&amp;gt; so&lt;br /&gt;
21:38:29&amp;lt; Matthi&amp;gt; add three and you get 5&lt;br /&gt;
21:38:44&amp;lt; Matthi&amp;gt; and those five match the five in the backpack&lt;br /&gt;
21:39:05&amp;lt;!Zapper&amp;gt; so the hands are backpack slots, too?&lt;br /&gt;
21:42:37-!- luchs is now known as Luchs&lt;br /&gt;
21:47:52&amp;lt; Matthi&amp;gt; well, how else would you manage it?&lt;br /&gt;
21:49:25&amp;lt; Matthi&amp;gt; I thought that you could shift hands around in those 5 quick slots, just like before&lt;br /&gt;
21:49:36&amp;lt; Matthi&amp;gt; how else would it be a quick access?&lt;br /&gt;
21:54:17&amp;lt; Randrian_&amp;gt; I would rather swich items around. So you then have Slots: A, B, 1, 2, 3&lt;br /&gt;
21:54:28&amp;lt; Randrian_&amp;gt; and Slots A and B are your hands&lt;br /&gt;
21:55:34&amp;lt; Matthi&amp;gt; so you have 3 different slot-positions with 3 different functions: Hands, Quick-Access and Backpack&lt;br /&gt;
21:55:43&amp;lt; Matthi&amp;gt; I don&amp;#039;t approve&lt;br /&gt;
21:56:21&amp;lt; Matthi&amp;gt; also, switching items kills the basic though behind quick-access: accessing one item by pressing a button i can remember&lt;br /&gt;
21:56:36&amp;lt; Matthi&amp;gt; I put flints on 3, so i expect it to be on three&lt;br /&gt;
21:58:35-!- JCaesar is now known as JC-weg&lt;br /&gt;
21:58:35&amp;lt; Randrian_&amp;gt; hmm, in a normal fight the items (and item types) may switch fast, so I don&amp;#039;t think it is a good thing to set slots just to one object/id&lt;br /&gt;
21:59:31&amp;lt;!Mimmo_O&amp;gt; where is Newtooooon&lt;br /&gt;
22:01:52&amp;lt; Matthi&amp;gt; randrian: but switching item doesn&amp;#039;t help with that problem&lt;br /&gt;
22:02:25&amp;lt; Matthi&amp;gt; If I wan&amp;#039;t another Item than those in my hands right now, I have to press a button, there no way around that&lt;br /&gt;
22:02:29&amp;lt; Matthi&amp;gt; *want&lt;br /&gt;
22:03:30&amp;lt; Randrian_&amp;gt; yes, but if I have 3 slots beside my hands I can press buttons 1-3. But if these slots are just filled when the items are right this isn&amp;#039;t good.&lt;br /&gt;
22:03:59&amp;lt; Randrian_&amp;gt; I would just have two hands and 3 extra slots no additional backpack then. this would be a bit much I think.&lt;br /&gt;
22:04:10&amp;lt; Matthi&amp;gt; 1) No, 2) .. I don&amp;#039;t get it.&lt;br /&gt;
22:04:47&amp;lt; Matthi&amp;gt; I want 5 slots, numbered 1-5&lt;br /&gt;
22:05:06&amp;lt; Matthi&amp;gt; pressing 1 sets my hand to slot 1, pressing 5 sets my hand to slot 5&lt;br /&gt;
22:07:22&amp;lt; Randrian_&amp;gt; What I wanted is just Slot A, B, 1, 2, 3 the first two slots have the hands on it. When I press 1,2 or 3 this item changes with hand A pressing shift (or some other key) and 1, 2, or 3 I change this item with the B Slot (second hand)&lt;br /&gt;
22:07:37&amp;lt; Randrian_&amp;gt; having both items and hands moving around is confusing.&lt;br /&gt;
22:07:51&amp;lt; Randrian_&amp;gt; I think we already discussed that the hands should be static&lt;br /&gt;
22:08:10&amp;lt; Matthi&amp;gt; Did we?&lt;br /&gt;
22:08:19&amp;lt; Matthi&amp;gt; I think that discussion was cut short in the forums&lt;br /&gt;
22:08:46&amp;lt; Matthi&amp;gt; also, items don&amp;#039;t just &amp;quot;move&amp;quot; around&lt;br /&gt;
22:08:50&amp;lt;!Zapper&amp;gt; mh, I would keep the fixed hands and swap items around&lt;br /&gt;
22:08:53&amp;lt;!Zapper&amp;gt; but just swap them - not shift them&lt;br /&gt;
22:09:01&amp;lt; Matthi&amp;gt; ah well&lt;br /&gt;
22:09:05&amp;lt; Matthi&amp;gt; I guess I give up then&lt;br /&gt;
22:09:08&amp;lt;!Zapper&amp;gt; like &amp;quot;swap item in hand A with item on slot 1&amp;quot;&lt;br /&gt;
22:09:24&amp;lt;!Zapper&amp;gt; because the hand thing would not be faster&lt;br /&gt;
22:09:28&amp;lt;!Zapper&amp;gt; considering that you got two hands&lt;br /&gt;
22:09:59&amp;lt;+occ&amp;gt; Randrian * 280ebf55d623 planet (6 files in 2 dirs): new interface for projectile weapons. (only bow yet)&lt;br /&gt;
22:10:19&amp;lt; Matthi&amp;gt; well, I don&amp;#039;t know if we really should keep the two hands&lt;br /&gt;
22:10:38&amp;lt;!Zapper&amp;gt; we got two buttons :)&lt;br /&gt;
22:10:51&amp;lt;!Zapper&amp;gt; i have to go for now!&lt;br /&gt;
22:10:54&amp;lt; Randrian_&amp;gt; well digging without it would be odd. You then have to change a lot around.&lt;br /&gt;
22:10:58&amp;lt;!Zapper&amp;gt; good night&lt;br /&gt;
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22:11:01&amp;lt; Randrian_&amp;gt; and Shield and Sword also wouldn&amp;#039;t work&lt;br /&gt;
22:11:13&amp;lt; Matthi&amp;gt; Yes, &amp;quot;gamedesign follows control&amp;quot; seems like a _really_ good approach on that one&lt;br /&gt;
22:11:42&amp;lt; Randrian_&amp;gt; so, I have designed a new interface the bow with this commit. I hop this makes the bow a bit more robust.&lt;br /&gt;
22:11:58&amp;lt; Matthi&amp;gt; hm, okay @digging / sword-shield&lt;br /&gt;
22:12:01&amp;lt; Randrian_&amp;gt; Does anyone want to test the Windmill scen with this?&lt;br /&gt;
22:12:41&amp;lt; Matthi&amp;gt; but I still don&amp;#039;t think that we need to confuse the player by switching around the items&lt;br /&gt;
22:12:59&amp;lt; Randrian_&amp;gt; well, switching hands confuses even more I think.&lt;br /&gt;
22:13:12&amp;lt; Randrian_&amp;gt; (btw. in CR also the &amp;quot;hand&amp;quot; was fixed and the items moved)&lt;br /&gt;
22:13:19&amp;lt; Randrian_&amp;gt; (but that&amp;#039;s not an argument)&lt;br /&gt;
22:13:47&amp;lt; Matthi&amp;gt; yes, in cr, the items were not accessible otherwise&lt;br /&gt;
22:14:02&amp;lt; Matthi&amp;gt; you could only cycle through them or click on them&lt;br /&gt;
22:14:34&amp;lt; Matthi&amp;gt; now imagine you&amp;#039;d also have shortcuts-buttons for the slots in, lets say, knights&lt;br /&gt;
22:14:41&amp;lt; Matthi&amp;gt; they wouldn&amp;#039;t do any good&lt;br /&gt;
22:14:52&amp;lt; Randrian_&amp;gt; what exactly do you mean?&lt;br /&gt;
22:15:07&amp;lt; Matthi&amp;gt; because you can&amp;#039;t press a button without having looked at your inventory to check which item is where&lt;br /&gt;
22:15:15&amp;lt; Matthi&amp;gt; that takes time and is annoying&lt;br /&gt;
22:16:03&amp;lt; Randrian_&amp;gt; well playing &amp;quot;blind&amp;quot; won&amp;#039;t be possible I think.&lt;br /&gt;
22:16:22&amp;lt; Matthi&amp;gt; thats what I want to archieve&lt;br /&gt;
22:16:48&amp;lt; Randrian_&amp;gt; but you have to much possible objects in clonk to have on button for every object.&lt;br /&gt;
22:16:52&amp;lt; Matthi&amp;gt; for example, having my magic-staff on 5 and my stack of healing items on 4&lt;br /&gt;
22:17:07&amp;lt; Matthi&amp;gt; why would I want to change those positions?&lt;br /&gt;
22:17:22&amp;lt; Matthi&amp;gt; i want to be able to cast magic on a press of 5 and a click for the direction&lt;br /&gt;
22:17:31&amp;lt; Matthi&amp;gt; I want to heal right away on a press of 4&lt;br /&gt;
22:17:40&amp;lt; Matthi&amp;gt; so why should items switch around?&lt;br /&gt;
22:18:26&amp;lt; Randrian_&amp;gt; well, what about having used up your heal potion and collection a new object?&lt;br /&gt;
22:18:31&amp;lt; Randrian_&amp;gt; where should it go?&lt;br /&gt;
22:18:47&amp;lt; Randrian_&amp;gt; when slot 4 is reserved to definition HealPotion&lt;br /&gt;
22:19:51&amp;lt; Matthi&amp;gt; When healing potions are empty, it&amp;#039;s okay to overwrite it, I guess&lt;br /&gt;
22:20:28&amp;lt; Matthi&amp;gt; might be a little bit inconsistent here, but seems a good compromise in order to keep up the speed in melees&lt;br /&gt;
22:20:44&amp;lt; Randrian_&amp;gt; I don&amp;#039;t want the game to consist of always configuring your slots, and which items are alloed to go where.&lt;br /&gt;
22:20:48&amp;lt; Matthi&amp;gt; Also, those &amp;quot;fixed&amp;quot; items would most likely be tools anyway, so they dont &amp;quot;disappear&amp;quot;&lt;br /&gt;
22:22:52&amp;lt; Matthi&amp;gt; configuring your slots ONCE to my own liking is much better than always having to check where my magic staff has gone to now when I need it&lt;br /&gt;
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22:30:48&amp;lt;!Guenther&amp;gt; I haven&amp;#039;t followed the discussion, but ideally, most people wouldn&amp;#039;t need to configure anything, but could simply use the defaults - just like the default controls in CR were used by a lot of people&lt;br /&gt;
22:31:19&amp;lt; Matthi&amp;gt; That&amp;#039;s not what we&amp;#039;re discussing, but you are right anyway ;)&lt;br /&gt;
22:31:56&amp;lt;!Guenther&amp;gt; I realize that.&lt;br /&gt;
22:32:46&amp;lt;!Guenther&amp;gt; You can read is as supporting your position - configuration possibilities are not necessarily bad, if the defaults are decent.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
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