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* llnz ponders | 01:09 | |
cherez | ? | 01:15 |
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tansell_laptop | cherez, pong | 01:18 |
cherez | tansell_laptop: I'm trying to understand parser. I've got a rough understanding, but I'd like to hear how it works from you. | 01:19 |
tansell_laptop | it basically builds the equivalent of the objects/ directory from an xml file | 01:20 |
cherez | Also, is there documentation for protocol.xml's structure? | 01:20 |
tansell_laptop | there is a dtd | 01:21 |
Greywhind | tansell_laptop: http://codereview.mithis.com/3001 | 01:21 |
tpb | Title: Issue 3001: Fixed panelOrder to work with tp04 and with multiple order queues. - Code Review (at codereview.mithis.com) | 01:22 |
tansell_laptop | looking now | 01:22 |
llnz | cherez: if you have questions about protocol.xml, let me know | 01:22 |
Greywhind | tansell_laptop: i need to talk to you at some point about panelInfo, and what kinds of things you think i should make it do/look like | 01:22 |
Greywhind | i've got it displaying nicely, but i'm thinking of trying to do some sort of tree view with collapsing sections, as well as some sort of linking to objects functionality | 01:23 |
tansell_laptop | Greywhind, sounds good | 01:25 |
Greywhind | i just need to figure out the best way to do such things | 01:26 |
Greywhind | and what else, if anything, you want me to add | 01:26 |
tansell_laptop | I won't really know until you start drawing it | 01:30 |
Greywhind | well, i would really like to do something similar to what's on the protocol4 page | 01:30 |
Greywhind | right above "Fail frame" | 01:31 |
cherez | tansell_laptop: So what are the objects that parser constructs. Are they just packets? | 01:31 |
Greywhind | but i'm not sure if it's possible to have plain text be collapsible like that in Python | 01:31 |
tansell_laptop | check out the stuff in objects directory in libtpproto-py | 01:31 |
tansell_laptop | Greywhind, you won't be able to keep it as plan text | 01:31 |
Greywhind | tansell_laptop: is there a way to do something like that example? or would i need to use basically a similar list structure to the Systems panel? | 01:32 |
cherez | That's what I'm looking at but... they aren't really well documented. | 01:33 |
tansell_laptop | You would need something like the order paneel | 01:33 |
tansell_laptop | what don't you understand? | 01:34 |
cherez | What these objects actually represent. | 01:37 |
cherez | Are they a 1:1 mapping with protocol.xml's packets? | 01:37 |
tansell_laptop | Greywhind, done | 01:38 |
Greywhind | tansell_laptop: thanks | 01:38 |
Greywhind | damn, too much C++ :P | 01:38 |
tansell_laptop | cherez, you should be able to figure that out yourself | 01:38 |
Greywhind | wait, i thought the "print args" stuff was already in there when i started. i guess i was wrong. | 01:39 |
Greywhind | my mistake | 01:39 |
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tansell_laptop | you might want to look into pylint | 01:47 |
tansell_laptop | http://www.logilab.org/project/pylint | 01:47 |
tansell_laptop | cherez, you should look into pylint/pychecker too | 01:48 |
cherez | I'm (passingly) familiar with it. | 01:49 |
tansell_laptop | pylint basically checks your code for style conformance | 01:50 |
CIA-46 | Greywhind tpclient-pywx-tp04 * rbfa4d4550278 /libtpproto-py: Updated libtpproto-py to use fix for Order unpacking. | 01:51 |
CIA-46 | Greywhind tpclient-pywx-tp04 * r3d547684276a /windows/main/ (overlays/SystemIcons.py overlays/Systems.py panelStarMap.py): Added media support to a new overlay for the starmap, the SystemIcons overlay. | 01:51 |
CIA-46 | Greywhind tpclient-pywx-tp04 * rd5535b764ae4 /libtpclient-py: Updated libtpclient-py to fix order queue loading. | 01:51 |
CIA-46 | Greywhind tpclient-pywx-tp04 * r3e97dfbbdf02 / (12 files in 4 dirs): Fixed panelOrder to work with multiple order queues and with tp04. | 01:51 |
CIA-46 | Greywhind libtpclient-py-tp04 * ra68e90616cb9 /tp/client/cache.py: Fixed error in order queue loading - was using order queue ID where object ID was needed. | 01:53 |
mithro | Greywhind: you still about? | 02:15 |
alanp | hm, i should probably move Props to XML doc too, agreed? | 02:23 |
alanp | should it be one XML file named mtsec.xml with <components> and <props> or should it be two separate xml files? | 02:24 |
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cherez | mithro: Should I replace the protocol.xml with the TP04 one? | 02:34 |
mithro | cherez: it should be the protocol.xml from tp04 already? | 02:35 |
cherez | <protocol version="TP03"> | 02:35 |
mithro | actually the libtpproto2-py should support both versions | 02:35 |
alanp | mithro: any opinion on the xml issue? | 02:35 |
mithro | cherez: hrm | 02:36 |
mithro | you can get the documents from the documents repository | 02:36 |
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cherez | Well, the one it has now has at least 1 error in it. | 02:36 |
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cherez | Is there any specific location to get the protocol.xmls from? | 02:40 |
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mithro | cherez: the documents repository | 03:06 |
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alanp | also, where should the XML file go? Does it have to be relative path based on where tpserver-cpp is launched like RISK? Or can I install it somewhere? | 03:11 |
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Greywhind | mithro: pong | 04:02 |
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CIA-46 | joelboh tpclient-pyweb * r13f147542dc3 / (3 files in 3 dirs): Added a countdown for end of turn and did some clean up. | 08:05 |
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llnz | later all | 08:15 |
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Landon | ey jmtan | 09:59 |
Landon | hey* | 09:59 |
Landon | reading your email now, I was wondering about whether my structure would work well last night | 10:00 |
Landon | what I basically had in mind was for every event a complete scene | 10:00 |
Landon | but rea | 10:00 |
Landon | ding up on ogre | 10:00 |
Landon | (how did that \n get in there?) | 10:00 |
Landon | it looks like I might be able to layer on changes between scenes? | 10:01 |
Landon | hm, that sounded better before I said it | 10:01 |
Landon | since not everything would be an addition | 10:01 |
jmtan | hi landon, i'm not sure what exactly you intend to put within each scene | 10:18 |
jmtan | but as a scene comes with some overhead (setup, storage, transitioning) my thought in the email was to have a single scene for your battle and animate the events within that | 10:18 |
Landon | yeah, I thought a scene was much 'lighter' when I came up with the idea | 10:19 |
Landon | (replying to your email) | 10:21 |
Landon | btw sorry I haven't been as on the ball this last week, I thinkI need to just get everything organized today so I can hermit the rest of the week :P | 10:25 |
Landon | email sent, your idea about having methods on each ship seems good, I'm just wondering how to go aboutthis in a way that can be reversed if needed | 10:33 |
Landon | also, you said you used the CEGUI layout editor to make the gui elements? how did you work with that | 10:34 |
Landon | I'm trying to get it working, but it's looking for a whole mess of directories where you have files | 10:35 |
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CIA-46 | joelboh tpclient-pyweb * rd252f3692902 /frontend/ (index.html scripts/map.js): (log message trimmed) | 11:45 |
CIA-46 | Created a UI lock object and a map click handler. | 11:45 |
CIA-46 | The UI lock object enables you to lock the UI for the user, currently | 11:45 |
CIA-46 | its used by login event and reloading page event. | 11:45 |
CIA-46 | You can now click on the objects on the map and get information about | 11:45 |
CIA-46 | the objects. Only basic information is available and map click handler | 11:45 |
CIA-46 | is far from done. | 11:45 |
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CIA-46 | joelboh tpclient-pyweb * r0fc9da04f84e /backend/application.py: Added the shell for order handler in backend. | 14:04 |
CIA-46 | joelboh tpclient-pyweb * r6bca63cc2e5f / (4 files in 3 dirs): Added tp logo and background and various cosmetic changes. | 14:04 |
CIA-46 | joelboh tpclient-pyweb * re9c46b32dac7 /frontend/index.html: Changed the title (long overdue). | 14:08 |
tote | http://test.jbohman.se/ <- if anyone is interested here is the code up and running :) | 14:14 |
tpb | Title: Thousand Parsec Web Client (at test.jbohman.se) | 14:15 |
CIA-46 | joelboh tpclient-pyweb * rff289ca303be /frontend/index.html: Frontend: Two IE fixes. | 14:20 |
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llnz | morning all | 16:21 |
CIA-46 | joelboh tpclient-pyweb * rc26a8bf64ade /frontend/ (index.html scripts/map.js): | 16:49 |
CIA-46 | Reworked how the end of turn countdown system works. Still not perfect | 16:49 |
CIA-46 | but getting closer. | 16:49 |
tote | morning :) | 16:55 |
llnz | hi tote | 16:57 |
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tote | llnz: http://test.jbohman.se/ if you wanna take a look :) | 17:02 |
tpb | Title: Thousand Parsec Web Client (at test.jbohman.se) | 17:02 |
llnz | cool, will look shortly | 17:05 |
llnz | nice | 17:10 |
tote | llnz: thanks, you tried login in on a server? :) | 17:17 |
llnz | yes | 17:20 |
cherez | llnz: Could you explain the paramater set tag in protocol.xml? | 17:27 |
llnz | cherez: parameter sets are using in Orders and Objects to define what parameters they can use | 17:35 |
cherez | How is that semantically different from the structures in other packets? | 17:41 |
cherez | Or can it just be treated like a big structure with the parameters as substructures? | 17:42 |
llnz | they form part of the order or object packets, but multiple instances, in the number and arrangement given by the description frame | 17:42 |
llnz | i suggest you have a look at the order desciprtions in the tp03 documentation | 17:42 |
llnz | hopefully that might explain it | 17:42 |
cherez | Alright, thanks. | 17:42 |
Landon | hey llnz, looked any more at the battlexml protocol? | 17:55 |
llnz | Landon: no, not yet | 18:44 |
llnz | i'm thinking it might be passable as is | 18:44 |
llnz | maybe | 18:44 |
Landon | well | 18:44 |
Landon | right now movement is for a 2d system isnt it? | 18:44 |
Landon | well, I guess if you took some creative measures it would work | 18:46 |
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llnz | Landon: my concerns were more about how combatant are defined (in particular weapons) and how they are not used in the actually battle description | 18:51 |
Landon | ah | 18:51 |
Landon | like the weaponpoints? | 18:51 |
* Landon was looking at the DTD, saw that section commented out | 18:51 | |
llnz | yeah | 18:53 |
llnz | there are other things as well... that i don't remember off hand | 18:53 |
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CIA-46 | joelboh tpclient-pyweb * r45a9024813ae /frontend/scripts/map.js: Added a logger object. | 19:42 |
tansell | tote, user did not exist? | 20:12 |
tote | tansell: ? | 20:13 |
tansell | tote, when I tried to login to demo1 using your web client | 20:13 |
tote | ahh, you get that if the account exists and the password did not match the account (tpclient-pywx does something else here right?) | 20:15 |
tansell | well that would be password wrong right? | 20:21 |
tansell | tote, so what are you using for testing? | 20:22 |
tote | tansell: no testing yet :/ | 20:25 |
tote | and im not sure how to seperate User did not exists error and Wrong password, i can only go on if login fails or not :) but ye it should say something like: Wrong username or password. | 20:26 |
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CIA-46 | joelboh tpclient-pyweb * ra906f3b75382 /backend/middleman.py: Fixed error message for wrong password. | 20:38 |
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Arpman | hello | 21:58 |
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Greywhind | tansell_laptop: ping? | 22:02 |
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tansell | Greywhind, pong | 22:06 |
tansell | just about to head to lunch however | 22:07 |
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tansell | Arpman, hello | 22:07 |
Greywhind | tansell: i've done the tree-ification of the info panel | 22:08 |
Greywhind | tansell: would you like me to submit it for review before i continue to trying to link things? | 22:08 |
Arpman | how are things today? | 22:08 |
tansell | Greywhind, can I see screenshots? | 22:08 |
Greywhind | tansell: sure | 22:08 |
tansell | Greywhind, yeah - I would upload for review | 22:09 |
tansell | after lunch I would like to chat about how I think we should display it visually | 22:09 |
tansell | Greywhind, oh can you close http://codereview.mithis.com/3001/show | 22:09 |
tpb | Title: Issue 3001: Fixed panelOrder to work with tp04 and with multiple order queues. - Code Review (at codereview.mithis.com) | 22:09 |
Greywhind | tansell: sure | 22:09 |
tansell | be back in an hour | 22:09 |
Greywhind | screenshot: http://img191.imageshack.us/img191/6757/tpinfopanel.png | 22:10 |
tpb | <http://ln-s.net/3K3G> (at img191.imageshack.us) | 22:10 |
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Arpman | Man - oh man - its taking all day to install the correct software to run the client - that will teach me to use src | 22:13 |
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Arpman | is anyone working on a STARS! clone yet? | 22:14 |
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Arpman | I dont see anything about it in the forum or wiki | 22:15 |
alanp__ | llnz: ping | 22:16 |
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llnz | alanp: pong | 22:16 |
llnz | Arpman: not yet | 22:16 |
llnz | Arpman: still need to design and implement research and deplomancy | 22:16 |
llnz | in the protocol | 22:16 |
alanp | llnz: do category ids actually matter? | 22:16 |
Arpman | hmm - I might have to think on that.. | 22:17 |
llnz | alanp: category ids for what? | 22:17 |
alanp | components | 22:17 |
llnz | yes | 22:17 |
Arpman | well - I guess to make the game fully functional that would be required. | 22:17 |
alanp | The ones that are created all have a category ID of 1 | 22:17 |
alanp | which I believe is Ships | 22:17 |
Arpman | But I've been thinking about learning more C++ and this might be the time to start | 22:17 |
alanp | is there somewhere which outlines the various category ids? | 22:18 |
llnz | alanp: they are needed to indicate weather they are for ships or missiles | 22:18 |
alanp | ok | 22:18 |
alanp | I got that actually | 22:18 |
alanp | which components are for missiles? | 22:18 |
alanp | are torpedoes using the same catid as missiles? | 22:18 |
llnz | yes | 22:19 |
Arpman | I'm fairly new to C++, so I need to read up on OOP and such... This might be helpful | 22:19 |
llnz | the difference between missiles and torpedoes (imho) is the hull/body type | 22:19 |
alanp | ok | 22:19 |
alanp | and the speed of the missile is set on the component that holds it?! | 22:20 |
alanp | the tubes have speeds | 22:20 |
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Arpman | wouldn't torpedoes carry a higher yield explosive then a missle? | 22:21 |
llnz | alanp: the design of a missile or torpedo in cat id 2, creates a component that can be added to a ship in cat id 1 | 22:22 |
llnz | Arpman: yes, they do | 22:22 |
alanp | llnz: is there a listing of catids that I am missing? | 22:22 |
llnz | categories are created at game creation, and are assigned ids from 1 | 22:23 |
Arpman | In RL the difference between a torp and a missle is the medium that the object travels thru (ie water or air) | 22:24 |
Arpman | as far as I can tell | 22:24 |
llnz | in MTSec, the difference is size and manouverability | 22:25 |
Arpman | oh | 22:25 |
llnz | iirc | 22:25 |
Arpman | I still have to try the client (still istalling supporting software) | 22:26 |
alanp | yes | 22:26 |
alanp | they are huge but slow, so you can dodge them | 22:26 |
llnz | Landon: that was another issue with battlexml, no real support for missiles, torpedos and other support craft | 22:26 |
Landon | support craft? | 22:27 |
Landon | I figured missiles/torpedos/lazors could be used by specifying their respective weaponpoints | 22:27 |
llnz | short range fighters, etc | 22:27 |
Landon | ah | 22:27 |
llnz | missiles could change direction after launch | 22:28 |
llnz | they are currently treated as if they were all the same speed, ie instant | 22:28 |
llnz | like a laser or beam weapon | 22:28 |
alanp | i'm still confused about the tube component having a speed, is this the speed that the missile it holds travels? | 22:29 |
Landon | I would think missiles changing direction would be left up to the battleviewer | 22:29 |
Arpman | IMHO - for a game mechanic - I would define missles as a short range low yield weapon and torps as a long range yield weapon (if I was designing) | 22:29 |
Arpman | tube speed might mean - how long it takes to reload to fire again | 22:29 |
Landon | I've been thinking about how to handle rounds and I think the best approach for me is to have many fire events | 22:29 |
Landon | but anything not logged in the battlexml file would be dodged | 22:30 |
Arpman | argh - the gcc takes forever to install from source.... | 22:30 |
alanp | llnz: ^ | 22:32 |
Arpman | Question: Is there more to the forums then GSoC 2009? | 22:35 |
llnz | alanp: i don't know sorry | 22:37 |
llnz | Arpman: we mostly use IRC and our mailing lists | 22:37 |
Arpman | llnz: Oh that explains why the forums are so bare... | 22:38 |
Arpman | where is the best place to see what people are working on? | 22:41 |
llnz | Arpman: the news page of the website has the latest | 22:44 |
llnz | what actually been worked on now might be visible from the tp-cvs mailing list (shows our git commits) | 22:44 |
Arpman | Ive read the news page. | 22:48 |
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Arpman | I was hope to find a forum that I could look thru. Getting ideas, seeing how people think...looking for inspration | 22:49 |
llnz | the main source for that would be tp-devel mailing list | 22:50 |
Arpman | i think i'll take a look at the code and see if I cant figure some things out | 22:54 |
llnz | there are also some docs on the website, and the wiki | 22:56 |
alanp | llnz: what do you think about armor size for ships? | 23:03 |
alanp | the two ships that were previously designed (Scout Hull Armor size 2) and (Battle Scout Hull Armor size 5) | 23:03 |
alanp | should I use +3 for each "battle" type? | 23:04 |
alanp | should i post to ML? | 23:04 |
llnz | alanp: there is a fair amount of info on http://www.thousandparsec.net/tp/dev/documents/mtsec.php | 23:05 |
tpb | <http://ln-s.net/JsQ> (at www.thousandparsec.net) | 23:05 |
alanp | i'm looking at that now | 23:05 |
alanp | it doesn't really specify | 23:05 |
alanp | There are 10 ship types. Most of the lighter ships have a normal and battle variety. The battle variety generally has more armor but is slower. | 23:05 |
alanp | vague | 23:05 |
alanp | it specifies speed/size | 23:06 |
alanp | can I have commit access to this page? | 23:06 |
* alanp would like to update as he goes | 23:06 | |
alanp | or should I do that on the wiki? | 23:06 |
llnz | i think you should move it to the wiki | 23:06 |
llnz | faster and easier to edit than the static html pages | 23:07 |
alanp | agreed | 23:07 |
alanp | any suggestions on the armor issue? | 23:07 |
llnz | not really, i think it will be a game balance issue | 23:08 |
alanp | what do you think if it would follow a pattern of X, X+3 | 23:10 |
alanp | that probably wouldn't work, actually | 23:11 |
llnz | not really | 23:11 |
llnz | the larger the ship, the less effect it has | 23:11 |
llnz | probably more like, X, X*1.5 | 23:11 |
alanp | the larger the ship the larger the armor though, right? | 23:11 |
llnz | (or 1.2, or something | 23:12 |
llnz | ) | 23:12 |
alanp | ok | 23:12 |
llnz | i guess so | 23:12 |
alanp | i think that the larger ships would have to have more armor | 23:12 |
alanp | i guess it would be easy to tweak the values later anyways | 23:12 |
tansell | back now | 23:14 |
tansell | Greywhind, so I think this is the wrong approach | 23:15 |
Greywhind | tansell: why do you say that? | 23:19 |
tansell | the Tree widget is very inflexible | 23:19 |
Greywhind | tansell: what would you replace it with? | 23:19 |
tansell | you will not be able to do things like place "goto" buttons | 23:19 |
tansell | Greywhind, I think you'll need to dynamically build panels kinda like how the orders stuff work | 23:19 |
Greywhind | tansell: well, i think it depends on what we want it to do. | 23:19 |
tansell | I would recommend designing a panel for each type of ObjectParam | 23:19 |
Greywhind | tansell: if we just want a panel that displays information and allows you to click on certain attributes that refer to objects and select that object, i think it can be done with the tree widget. | 23:19 |
tansell | Greywhind, I think we want something more interactive | 23:19 |
Greywhind | well, in that case, i can work on the panel building. | 23:20 |
tansell | and for example if someone has a "graph" parameter, that is not going to be able to be shown in a tree widget | 23:20 |
Greywhind | but i'm not sure what kind of interaction is really going to be useful here | 23:20 |
tansell | I think the idea of collapsable panels is good | 23:20 |
Greywhind | i mean, we don't have any graph parameter, for instance. | 23:20 |
Greywhind | so what other kinds of interaction were you thinking of? | 23:21 |
tansell | Greywhind, http://www.thousandparsec.net/tp/dev/documents/protocol4.php | 23:21 |
tpb | <http://ln-s.net/JqO> (at www.thousandparsec.net) | 23:21 |
tansell | see the Property Types section | 23:21 |
Greywhind | tansell: ah... but there's no graph parameter in Parameters.py | 23:22 |
llnz | Greywhind: some of the objectparameters are also editable | 23:22 |
tansell | llnz, they are? | 23:23 |
tansell | Greywhind, buttons like "Goto" (for positional stuff) | 23:23 |
llnz | tansell: well... possibly, but currently no | 23:23 |
tansell | or "Message" for a player id | 23:23 |
Greywhind | tansell: but yeah, i can see how we could end up needing more interaction, so i'll work on the panel building | 23:23 |
tansell | Greywhind, take a look at FoldPanelBar | 23:26 |
Greywhind | where's that? | 23:27 |
tansell | Greywhind, you have the wxDemo's installed right? | 23:28 |
Greywhind | tansell: not sure | 23:28 |
tansell | Greywhind, check out the wxDemo app | 23:28 |
Greywhind | tansell: how do i tell if i have the demos installed? | 23:29 |
tansell | apt-get install wx2.8-demos ? | 23:29 |
tansell | /usr/share/doc/wx2.6-examples/examples/unpack_examples.sh ~/wxPython | 23:32 |
Greywhind | ah. found them. | 23:33 |
Greywhind | they're in /usr/share/doc/wxPython-2.8.9.1/demo/ | 23:34 |
tansell | the demo app is great for discovering what type of useful widgets exist | 23:34 |
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