ryzom / ryzomcore

Ryzom Core is the open-source project related to the Ryzom game. This community repository is synchronized with the Ryzom Forge repository, based on the Core branch.
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Editing Macros in latest client release. #285

Closed ryzom-pipeline closed 7 years ago

ryzom-pipeline commented 7 years ago

Original report by Tierry Anthony (Bitbucket: Tissiwau, ).


Under a Linux compiled client, a macro can be created in the latest core release but it cannot be edited, as none of the commands show in the macro window after being created. I do not know if this also occurs under a Windows or Mac compiled client.

ryzom-pipeline commented 7 years ago

Original comment by Lennaïck (Bitbucket: lennaick, GitHub: lennaick).


Using client provided by Kervala v 3.0.0.7904 I can create and delete macros. I can edit macros with a right click on it.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


Thank you for the suggestion but I have already tried the client provided by Kervala, for whom I have a great deal of respect. I compile my own clients because I install to different locations to those used by Kervala.

I install to separate sub-directories of /opt, so that I can easily backup both of my account clients, including those files which Kervala puts into a .ryzom sub-directory of /home. I also use a sub-directory of /opt as my source code directory for compiling the clients. It also allows me to physically remove the /opt drive and install it in another machine. With this in mind, I would like to know why version 3.0.0.7910 causes the problems with the macros. I do not have enough knowledge of the source code to be able to locate the likely area(s) to investigate without some help.

ryzom-pipeline commented 7 years ago

Original comment by Cédric Ochs (Bitbucket: [Cédric OCHS](https://bitbucket.org/Cédric OCHS), ).


If you know the exact revision causing the problem, we'll be able to help you :) I mean since you compiled your client youself, I suppose the problem wasn't occuring with some revisions and only happens since a specific revision :)

ryzom-pipeline commented 7 years ago

Original comment by Cédric Ochs (Bitbucket: [Cédric OCHS](https://bitbucket.org/Cédric OCHS), ).


Perhaps it can be related to the path change, we moved ~/.ryzom to ~/.local/share/Ryzom as suggested by XDG

The change occured in revision 7786 (8e136128fc48) Changed: Under Linux, it's recommended to put user application data in ~/.local/share

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I will change my installation to the recommendation, to see if that makes the problem go away. Although it will limit the way I can currently move the source and compiled clients to other machines.

ryzom-pipeline commented 7 years ago

Original comment by Meelis Mägi (Bitbucket: [Meelis Mägi](https://bitbucket.org/Meelis Mägi), ).


You need to update client/data/gamedev/interfaces_v3/macros.xml file if macro commands do not show up in the list.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


Cédric I can confirm that moving the data to ~/.local/share does not solve the problem.

Meelis Magi that particular macros.xml is within the source code and I expect it to be updated along with the rest of the source code, unless I am misunderstanding your comment.

ryzom-pipeline commented 7 years ago

Original comment by Meelis Mägi (Bitbucket: [Meelis Mägi](https://bitbucket.org/Meelis Mägi), ).


Typos... I blame typos.

You need the updated macros.xml from develop/compatibility-develop repo.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I am already pulling the code from the compatibility-develop branch, as I am using the clients for the live environment.

ryzom-pipeline commented 7 years ago

Original comment by Meelis Mägi (Bitbucket: [Meelis Mägi](https://bitbucket.org/Meelis Mägi), ).


Check client.log to see which macros.xml client is using. It might be outdated version in user directory

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I have checked the entire structure and the only macros.xml is the one which is placed in the gamedev.bnp. However I get a warning in the client.log whenever I try to access the macro edit window, which does appear but without the existing macro list. The warning is;

2016/08/12 13:27:46 WRN 310802240 ryzom_client.am dbctrl_sheet.cpp 3639 setupInit : ui:interface:macros:content:macros:list:m0:icon: other_hand_slot error

2016/08/12 13:27:46 WRN 310802240 ryzom_client.am dbctrl_sheet.cpp 3639 setupInit : ui:interface:macros:content:macros:list:m13:icon: other_hand_slot error

ryzom-pipeline commented 7 years ago

Original comment by Meelis Mägi (Bitbucket: [Meelis Mägi](https://bitbucket.org/Meelis Mägi), ).


Make sure your repo has this commit 55c526cc97da and rebuild gamedev.bnp and make sure you using client compiled after that commit.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I made the amendments for this commit but simply enabling the tools and the gamedev build causes errors associated with the way in which squish is built,which I could not resolve. I have worked around this by manually rebuilding gamedev.bnp with the new macros.xml in it.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I have now solved the problem and I can compile the gamedev.bnp. It has obviously been cleaned up and has fewer files in it. I assume that the bulk of the text, image and shape files have been placed elsewhere. The source I am compiling which is a clean pull from compatibility-develop does not enable the creation of any additional bnp files. If I try to run the client with just the new gamedev.bnp, I am missing all of the images in the startup screens. I would like to understand where I am going wrong.

ryzom-pipeline commented 7 years ago

Original comment by Meelis Mägi (Bitbucket: [Meelis Mägi](https://bitbucket.org/Meelis Mägi), ).


Its easiest to take texture atlas tga/txt from live game files than compile them yourself. Atlases you need are new_texture_interfaces_dxtc, texture_extra, texture_interfaces_v3, texture_interfaces_v3_login, texture_interfaces_v3_outgame_ui

You probably need ryzomcore-data and ryzomcore-assets. Then configure build system and run it.

You can skip build pipeline if you copy all icons into specific directory, then nel/tools/3d/build_interfaces is used to build the atlas.

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


That makes sense. Thank you for the help.

ryzom-pipeline commented 7 years ago

Original comment by Cédric Ochs (Bitbucket: [Cédric OCHS](https://bitbucket.org/Cédric OCHS), ).


@Tissiwau The content of gamedev.bnp it not an issue if all files can be found.

If you generate gamedev.bnp yourself, I suggest you to fork from a full working BNP set, since we can fix errors, rename/move files between BNP.

If I move a file from gamedev.bnp to objects.bnp or interfaces.bnp because it shouldn't be there and you only update gamedev.bnp, sure the file will be missing, but if you update both files, you'll have no problem.

If you want to play with my compiled clients, you'll have to use data from my patch server too (and I'll remove the data archives with gamedev.bnp since I'll need to update them and they'll become larger and larger...) else you'll have to maintain your BNP files yourself. If you just want to update gamedev.bnp, just take an old gamedev.bnp and update files from ryzomcore repository (/code/ryzom/client/data folder).

ryzom-pipeline commented 7 years ago

Original comment by Tierry Anthony (Bitbucket: Tissiwau, ).


I understand the issues surrounding the bnp files now. Thank you for the suggestions. I am sure I will find one of these methods will suit what I am trying to do.