Salem Client by Ender

Forum for game modifications and custom clients.

Re: Salem Client by Ender

Postby Kandarim » Sun Jan 18, 2015 10:39 pm

awesome!
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Salem Client by Ender

Postby JessicaTheRipper » Sun Jan 18, 2015 10:50 pm

EnderWiggin wrote:Client updated. Changes:
  • added displaying of artifice bonuses from all equipped items to equipment screen. Can be hidden by < button on the title bar of equipment window.
  • added upkeep info to claim management window
  • added ability to set what slots to show in equip proxy widget - accessible by new * button in equip screen title bar.
  • highlight items under cursor in list box
  • added craft window - opened by ALT+C, MenuGrid button (X->C) or on any craft button, if "auto open craft window" option is turned on.
  • You can drop items on craft window with recipe selected - it will store this item stats as stats for this recipe in <Salem>/item_data


very nice changes, thank you
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Re: Salem Client by Ender

Postby alloin » Sun Jan 18, 2015 11:06 pm

lol

Image


OP Barkcup
Image


thnx for a great update !
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
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Re: Salem Client by Ender

Postby Kandarim » Sun Jan 18, 2015 11:11 pm

you're holding it wrong.
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Salem Client by Ender

Postby EnderWiggin » Mon Jan 19, 2015 12:19 pm

Client updated. Changes:
  • added displaying of scalp score to character window
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Re: Salem Client by Ender

Postby Necrobane » Mon Jan 19, 2015 5:28 pm

Can you add account list on loginning screen? like in xcom's hnh client
Loyal servant of Her Majesty Lallaith
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Re: Salem Client by Ender

Postby hamai » Tue Jan 20, 2015 8:56 pm

typing inside the new craft window could work like dynamic filter, player would Alt+C, start typing "mort" and it would show Mortar and other possible matches...
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Re: Salem Client by Ender

Postby EnderWiggin » Tue Jan 20, 2015 9:05 pm

hamai wrote:typing inside the new craft window could work like dynamic filter, player would Alt+C, start typing "mort" and it would show Mortar and other possible matches...

That's the plan. Not sure when it will be done, though.
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Re: Salem Client by Ender

Postby Gernot » Tue Jan 20, 2015 9:59 pm

Just a short tidbit i noticed, I'm still running into mouse issues when playing on my macbook running yosemite:
clicking does not work in the regular game world, but buttons / menus etc. work fine. These issues do not happen with the official client on mac and they do not happen with any client on windows.
Now, tinkering a bit, i tried various things, different java versions, different screen resolutions etc. (nothing helped ;)
What I also tried was finding the latest jogl libraries (gluegen, jogl-all and the two additional jars for mac). Now, when I tried to start the client using them, it seems that the constructor used by HavenPanel to refer to GLCanvas (HavenPanel line 74 or so) is no longer valid. I'm not sure how much effort it would be to switch to the current jogl implementation, I'm also not sure if it would solve any problem (either the mouse one or the very persistent memory leak) but I wanted to point out that maybe it could be something worth exploring.

And of course, thank you for all the great work you're doing!
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Re: Salem Client by Ender

Postby Asor » Tue Jan 20, 2015 10:58 pm

Great client. I am not sure if this is the place to post this, I will put it on your git page too if I can, but every time I hit a numeric hotkey (1-9,0) I get a crash error. This is the stack trace
java.lang.RuntimeException: java.lang.NullPointerException
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
at javax.media.opengl.Threading.invoke(Threading.java:191)
at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
at haven.HavenPanel.uglyjoglhack(HavenPanel.java:418)
at haven.HavenPanel.run(HavenPanel.java:451)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at haven.GameUI.checkBelt(GameUI.java:710)
at haven.GameUI.wdgmsg(GameUI.java:704)
at haven.ToolBeltWdg$5.hit(ToolBeltWdg.java:308)
at haven.MapView$Hittest.run(MapView.java:1101)
at haven.MapView.undelay(MapView.java:839)
at haven.MapView.draw(MapView.java:931)
at haven.Widget.draw(Widget.java:514)
at haven.Widget.draw(Widget.java:519)
at haven.GameUI.draw(GameUI.java:574)
at haven.Widget.draw(Widget.java:514)
at haven.Widget.draw(Widget.java:519)
at haven.RootWidget.draw(RootWidget.java:84)
at haven.UI.draw(UI.java:162)
at haven.HavenPanel.redraw(HavenPanel.java:296)
at haven.HavenPanel$1.display(HavenPanel.java:92)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
I tried looking into it myself but there are too many varargs... Not even going to try =P
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