Forum Replies Created
-
AuthorPosts
-
Yeah, we lost a lot of nice features. I used to use the desktop widgets regularly, mostly for the weather and news. There are still references to them in the Windows 11 system but they’re nowhere to be found. Probably just dead code that was missed during the removal. Did try Rainmeter for a time but it just wasn’t the same (setup was a real pain).
On the Linux front, we have Conky. May look at installing it over here at some point as it can be a fun little program
Yep! We have the nutrition labels! Honestly, I never had issues reading the detailed plan information but I can see how they’d be welcome for most folks. Not sure if my current provider uses them
Huh, interesting. Looks like it’s modeled after Archive.org, including the UI, but in a trimmed down form. Wonder why they don’t join forces?
Yeah, Marvel is still the most popular line with DC a close second. Image comics and IDW are popular publishers, though. The latter is very kid friendly while the former has Transformers and a few others that are well loved. I’ve always preferred DC myself. The stories are a lot less outlandish than those of other publishers. Some of the Star Trek comics of IDW look fun, though. May need to check them out in the shop when I go 🙂
Perhaps a line of kitchen appliances? They’re about to open taxi service in NYC (just started testing) so why not? That would be a lot of pastries, though! Not sure I could eat them all before they go bad 😛
I think I’ll go ahead and add the license at the end of the week if I don’t hear back from the others. In my previous communications, they didn’t seem too bothered so I doubt it’ll be an issue but I’d like to try and get formal permission first. Already talked to Dave and he’s all for making our repo covered by the MIT license
Okay, got the blog post up: https://stearnvault.com/mwedit-0-6-3-released/
Looks like I need to add the code tag to the style list that the editor class is in. Will add that to the list!
Okay, I’ve opened up a new issue to see about getting permission to add a license 🙂
I’ve also opened up several more issues for things that need doing.
I think I can get back to the code now. Not entirely sure….
Since they cancelled Powergirl a few months back, I’ve picked up Supergirl instead. It’s a lot of fun and a totally different feel. If this makes any sense at all, it feels a lot more sparkly
Sounds good. Will add them to the blog post when I get to crafting it 🙂
So far, we have:
Reddit
OpenMW
AFK Mods
Nexus ModsCan certainly make the same post on Nexus, didn’t even think about it. Will get it soon!
Looks like Robin hasn’t logged in to the UESP forums since 2021 but I can try pinging some of them in a few days. They want you to make a post in the intro thread first if you want to get approved earlier so I’ll give them some time to see mine. 🙂
Edit:
Didn’t happen on my test system the other day but we’re getting reports from some users that Windows Defender is incorrectly flagging the release. Going to need to look into that at some point
Edit 2:
okay, got a thread up on Nexus
We have a release! Version 0.6.3 is out 🙂
Will get it posted on various sites and we may want to create a blog post about it at some point 🙂
Edit:
Added some additional to-do items to the issue tracker. I’ll add more as I think of them. Feel free to do the same!
Edit 2:
Got the release announcement posted to AFK, Reddit, and OpenMW. UESP will need to wait as I’m blocked from posting external links. I’ll need to ask someone over there about that.
Any other sites that need the announcement?
Got the files from Dave! He found them in an archive he had and added them to his MWEdit repo so we’ll be good to go just as soon as I compile the change log from rfuzzo’s and NimrodPSI’s forks 🙂
Walrus Tech is the organization one and should be thought of as the main one for both stable and unstable. Mine will be for things that change a lot and should probably be reviewed first through a pull request before adding upstream to keep things fair if we wind up with more contributors 🙂
Unfortunately, we can’t open a pull request to contribute directly back to the UESP repository on account of the licensing incompatibilities and the different directory structure. The latter would introduce a lot of merge conflicts but I can try to fix the former. I’ll get a new issue opened soon pinging them to see if I can get permission to add the MIT license to ours to help with everything.
Edit:
For reference, the files we need to bundle for a release are MWEdit.exe, customfunctions.dat, DevIL.dll, Functions.dat, ilu.dll, ilu-l.dll, ILUT.dll, mweditextrafile.esp, and MwEditScriptTest.esp
Edit 2:
We’ll want to review this commit. That’s where our missing file went. There may be other files in there that need to be restored as well. I’ll create a new issue for it
Yeah, people generally don’t want to pay to be able to have faster downloads. Granted, he did need to pay server costs but maybe there was a better way to pay the bills? Couldn’t say. People would block ads, too, so that wouldn’t help and donations would only go so far.
Never heard of that one! I’m actually kind of surprised we don’t have boots/trunks (we can play dress up! :D) with rails on them to let you slide the beds out on longer vehicles to make loading easier. Would be quite helpful!
Yep, do love a good Newton’s cradle. They’re very relaxing! Been thinking of getting some desk toys myself just to help spice things up a bit. Of course, a cradle has been high on the list. Each time I go to the decor store, I come very close to grabbing one 🙂
Okay, the program runs successfully and, according to the log file, we’ll also need to package up the
.datfiles to go along with things. There’s also another file that’s referenced in the code but doesn’t exist in the repo. Here’s the log:02:55:00 (12) - Error (9 / 2): No such file or directory 02:55:00 (12) - User Message: Failed to open the file 'Functions.dat' (mode was 'reading')! 02:55:00 (12) - Error (9 / 2): No such file or directory 02:55:00 (12) - User Message: Failed to open the file 'customfunctions.dat' (mode was 'reading')! 02:55:00 (15) - Error (9 / 2): No such file or directory 02:55:00 (15) - User Message: Failed to open the file 'mweditextrafile.esp' (mode was 'reading')!Any idea what
mweditextrafile.espis? The options dialog box says it’s for extra script records but isn’t distributed in the repository.I’ll go ahead and reach out to Dave and ask. It’s not in his reuploaded repos either.
Once we figure that bit out, I can go ahead and bundle everything up for a release.
New version of OpenMW was just released with a pretty impressive change log: https://openmw.org/2025/openmw-0-49-0-released/
It also has early support for loading assets from the later games. That’s of intellectual interest to me as I’m curious as to their method. I’m wondering if they’re hard coding things or if they set up a reader with general pattern matching, having the data conversion done by translating external configuration files. Very early support and, from the blurb, it sounds like it’ll be years before it really goes anywhere
We have a downloadable build! If it runs, I can go ahead and get it added to the Releases page manually as you need to be logged in to GitHub to download build artifacts. Even with the limitation, it’s huge progress! I’ll also need to make an official announcement on the various sites since it’s the first build that’s been available in twenty years 🙂
It looks a bit small so there’s a chance the assets aren’t being packaged up as defined in the RC files. We may need to tweak the packaging script in the YAML file. Or simply distribute the assets alongside. Not entirely sure how to go about it but let’s see if the executable works first 🙂
I also found the list of actions that GitHub supports: https://github.com/actions
Looks like my dream of automated releases is dead: the two actions for releases are listed as unmaintained so that won’t do. We may just need to package things up manually periodically. A bit annoying but we’ll manage 🙂
Right now, the build artifact is a dynamic build so you’ll need to make sure the DevIL DLLs are alongside the executable when you run it. When I package it up for release, I’ll probably simply copy them over to the archive. Not a good long-term solution so we’ll need a better one. We could take a simply sledgehammer to it and make it static, which I’ve done in the past, or we could set it up as semi-dynamic. GCC supports two options, as an example:
-static, which is a full static build with everything linked together in one executable, and-static-libstdc++, which is partially dynamic and only statically links the C++ library to it. Not sure of the various options in VS.I’m also not sure if we can copy over the DLLs in the YAML file. It’d be nice to fully automate things, though. Will do some more reading at some point.
That being said, I don’t really know what the best way of handling the release packaging long-term would be. The options I’ve listed aren’t exactly all that elegant.
Edit:
Looks like something removed the BOM from the few files that had it automatically while I was doing repo work yesterday. Will need to take a closer look but I didn’t see it in any of the files today.
Great, thanks. Will get the BOM removed soon. No special characters are in here, just ASCII. There were a couple weird characters that slipped in functions.dat instead of what should have been an apostrophe (the rest were properly apostrophes) but I’ve already fixed that 🙂 It was probably due to some old artifact years ago that was never caught. There’s a chance it may have fixed a bug or two.
Yeah, GitHub Actions isn’t at all well documented, save for the basic syntax, so I’m mostly stumbling through it. Still need to find out where the actions themselves are documented and why we need to specify the version. I have an idea for automated releases that may be worth exploring once I get the basics set up.
Yep, Walrus is going to be the primary. The one on my profile is a secondary one for when I don’t want to push to the org right away. The one on UESP is Dave’s old one that he mirrored from the last version of the one on Sourceforge that’s just the shell. Once I finish getting the basic build automation set up to let us download the builds, I’ll be making the dev branch the unstable branch and setting master up as the stable branch to help conserve build resources. 🙂
So I got bored and started looking at build automation. Got the basic action script committed and it builds successfully but I’m not sure how to get the build file out of there. GitHub’s help isn’t exactly…helpful in that regard. It says there should be an “Artifact” section here but one doesn’t exist. There’s another help file that says it needs to be added to the repo itself but I’m reluctant to use that method to store binaries in the repository as that would cause a lot of unneeded bloat. The DLLs from DevIL are bad enough
I’ve never really used the feature so it may not be possible to download the result
Edit:
The second article is correct but uses a bad example. Found a better one: https://www.geeksforgeeks.org/devops/download-github-actions-artifacts/
Will take a closer look later but looks pretty simple to set up. Really should be in the template GitHub provides
Looks like
project/ColorStatic.cpphad some special characters I didn’t see. I’ll fix that soon.Yuck, it really got garbled. No idea how that happened. It was fine a few weeks back. Guess I’ll fix it today and take my break later
Edit
project/EditViewObj.cpp, too. Looks like it has to do with the characters that were there. Please list the files that are garbled and I’ll work on them!Yeah, the line endings is the issue. Some of them were set to Mac format (carriage return) instead of Windows or Linux format. Weird. Fixing them now. Really wish all three major operating systems would just use the same format….
Edit 2:
Okay, got all of the line-endings fixed. May want to set a repo level policy at some point but most editors handle things better than they did twenty years ago. Ready for a review!
And a question: I also set all files to UTF-8. Some of them were set to with BOM while all but a few didn’t have the BOM. Is it safe to remove the BOM from the other files? I’m pretty sure it is but want to verify before I go through and sync everything up
Yeah, that’s my thinking too. We’ll probably want to test things to see what happens with the current state first. Ultimately, the plan is to replace the registry settings with an INI file but that’s a bit further down the list.
Got a big surprise: the whitespace reformatting is done! And pushed up! For a general idea of how large the current commit is, the total number of changes in
project/are around 65000 lines of code 😛Please take a look!
I’ll need a break but after the review and time to recover from that marathon, I plan to work on some admin stuff such as trying to configure Windows build automation to help streamline things 🙂
Yeah, comments may help. I’ll definitely want a good review once I get the whitespace pushed up in a few days. 🙂
Astyle took care of the mixture of tabs and spaces for indentation a few months ago but I always turn on whitespace viewing in my editor to make sure nothing creeps in. I like to use tabs for indentation as everyone has different preferences for tab size. 🙂
Yeah, fonts can be annoying. That’s why I always use a monospace font 😛
In
InitInstance()inproject/MWEdit.cppwe haveCString path = "E:\\GitHub\\MWEdit\\project\\Debug\\MWEdit.ini";. That needs to be changed. Most people only have aC:\partition and sometimesD:\. It isn’t in a conditional so there’s a good chance the program crashes when it hits that line as the file can’t be created or accessed. Not even sure where that INI file comes from. I don’t recall seeing anything about one, just the registry where settings are stored, but I may have missed it. Loading from the registry in that function is also commented out. Just did a search and that’s the only line where that file is mentioned:grep --recursive -n "MWEdit.ini" . ./project/MWEdit.cpp:358: CString path = "E:\\GitHub\\MWEdit\\project\\Debug\\MWEdit.ini";The next line says it changes the name of the file before it’s used so the file path may not be an issue. I’m still not sure it uses an INI file but I’ll go back and check after I look at setting up build automation. I’m also still concerned about it trying to read from the registry without initializing the registry path first but I don’t know anything about working with the Windows Registry through code, just as a user.
A few lines later, it tries to read from the registry even though the loading from registry code is commented out. This will take investigation for sure so we probably want to get it up on the issue tracker
May be fixable by simply uncommenting the registry lines and commenting that line.
For reference, here are the lines that concern me:
/* Change the registry key under which our settings are stored. */ //SetRegistryKey(_T("MWEdit")); //FindMWRegistryPath(); //Create the .ini file in application's folder CString path = "E:\\GitHub\\MWEdit\\project\\Debug\\MWEdit.ini"; //First free the string allocated by MFC at CWinApp startup //The string is allocated before InitInstance is called.. free((void *)m_pszProfileName); //Change the name of the .INI file. //The CWinApp destructor will free the memory. m_pszProfileName = _tcsdup(_T(path)); /* Load standard INI file options (including MRU) */ LoadStdProfileSettings(0); /* Load the options from the registry */ m_Options.ReadFromRegistry();Edit:
Looks like some of the fonts are hardcoded to use
MS Sans Serif. We’ll probably want to change them down the road to use more generic font aliases to allow more font flexibilityOn a similar note, the descriptions for the resistance functions just say things along the lines of, “Get resistance”. They should probably include the stat that they are resisting in the description for completeness
Side note: this is going to be a huge commit when I’m done with the whitespace in this directory. 😛
Saw Moon the other day and it was pretty well done. The limited amount of characters helped a lot as it kept the film from losing focus.
Not sure if it’s the same cut that I saw but it looks to be the same film 🙂
Yeah, that is an odd coincidence. Usually, they take stage names to keep their names from getting confused like that.
Saw Resurrections a few years back and didn’t care for it all that much. The first half felt more like it was a recap while the latter half was Neo trying to figure out why he was broken. Felt like it was relying more on nostalgia than anything new.
Started watching anime again after several years hiatus. Had some trouble getting back into it at first due to the break so I threw Black Clover on and it’s been smooth sailing since. 🙂
-
AuthorPosts
