#exult@irc.freenode.net logs for 14 Apr 2005 (GMT)

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[02:09:07] <sbx> hi Baastuul
[02:10:29] <Baastuul> Hi, sbx.
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[02:21:59] <sbx> hi Baastuul_
[02:22:05] <Baastuul_> Hi, sbx.
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[02:56:31] <sbx> hi servus
[02:56:36] <servus> Hi hi
[02:57:05] <servus> This brand-new netinst image of Debian 3.0 Woody stinks. 2.2 kernel?! No drivers for my network device or SCSI hard drive?
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[03:00:59] <sbx> Thats odd... but why wouldn't 2.2 have it?
[03:01:40] <servus> It's... 2.2.
[03:01:45] <sbx> actually my network device requires some recent drivers too
[03:01:51] <sbx> hehe
[03:01:56] <sbx> maybe you got the wrong one
[03:02:16] <servus> I got the only one
[03:02:45] <sbx> get gentoo
[03:03:48] <servus> no
[03:06:52] <LordN_Away> debian is dying out
[03:07:36] <LordN_Away> their QC is pathetic, just look at the testing tree, half the stuff in there depends on stuff thats still in unstable
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[03:13:06] <sbx> hi Lord_Nightmare
[03:13:10] <sbx> hi Lightkey
[03:13:21] <servus> Debian is great. It's installation system is ABYSMAL.
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[04:32:10] <Royce3> I'm in the temple, and my buddies keep telling me not to forget the trial, but there's noone here :(
[04:32:22] <Royce3> did I miss something, do I have to be here at a certain time?
[04:41:34] <sbx> hi
[04:41:41] <Royce3> hi :)
[04:43:09] <sbx> will have to wait for someone else to answer; I don't remember the entire game
[04:43:28] <sbx> even though it wasn't that long ago I played... just dont remember everything you had to do at that point
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[07:18:11] <Fl00der> morning
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[15:02:21] <EazyCheeze> hello
[15:02:28] <EazyCheeze> long time no see and all that
[15:02:36] <EazyCheeze> how's the Exultant project doing?
[15:02:47] <trand> hing~
[15:19:33] <Fl00der> hello
[15:19:37] <Fl00der> exultant?
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[15:41:25] <Faerdan> Hi all
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[15:47:43] <Colourless> hi
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[15:52:05] <Tawn> Hi Colorless
[15:52:17] <Tawn> Do you know much about Usecode?
[15:52:30] <Colourless> yeah i know a bit :-)
[15:53:06] <Tawn> :)
[15:53:16] <Tawn> Ok cool, I got this from the boards
[15:53:26] <Tawn> script AMY
[15:53:26] <Tawn> {
[15:53:26] <Tawn> wait 1; step 6;
[15:53:26] <Tawn> wait 1; step 6;
[15:53:26] <Tawn> wait 1; frame 11;
[15:53:27] <Tawn> wait 1; frame 12;
[15:53:29] <Tawn> wait 2; frame 11;
[15:53:31] <Tawn> wait 1; frame 0;
[15:53:33] <Tawn> wait 1; call 0x568;
[15:53:35] <Tawn> }
[15:53:37] <Tawn> And it works fine
[15:53:45] <Tawn> But you can't use and Intrinsics in that scritp
[15:53:54] <Tawn> So I tried ending it
[15:54:08] <Tawn> Then putting in some code
[15:54:12] <wjp> if you want to do that, you should call a usecode function that calls the intrinsics you want to call
[15:54:35] <Tawn> Sorry, it's the functions that wouldn't work
[15:54:51] <Colourless> scripts are really akward to use
[15:54:51] <Tawn> Like say() wouldn't
[15:55:08] <Tawn> Is there any oher way of "animating" a character
[15:55:10] <wjp> you can hardly do anything inside those scripts
[15:55:12] <Tawn> Make them move around
[15:55:39] <Colourless> no. you have to use them as far as i know
[15:55:44] <Tawn> Ahh
[15:56:00] <Tawn> Is there any way of running two scripts in one function?
[15:56:11] <Colourless> should be able to.
[15:56:18] <Tawn> It doesn't work though
[15:56:19] <Colourless> don't know the specifics of how things work though
[15:56:27] <Tawn> If I put in two only the second runs
[15:56:35] <Tawn> The first is skipped altogether
[15:56:37] <wjp> you'll have to show us some code :-)
[15:56:44] <Tawn> No problem
[15:56:47] <Tawn> It's ok to post here?
[15:56:55] <wjp> it'll probably be too large
[15:57:00] <Tawn> True
[15:57:06] <Tawn> I'll post it on the forum so
[15:57:10] <Tawn> Is that ok?
[15:57:13] <wjp> no :-)
[15:57:18] <wjp> well, you could
[15:57:25] <Tawn> Hmm... *scratches head*
[15:57:39] <Tawn> It's not very long
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[15:57:46] <Tawn> Just a short example
[15:57:47] <Colourless> how many lines?
[15:57:58] * Tawn checks
[15:58:06] <Colourless> just if you past too much you may get booted for flooding
[15:58:12] <Colourless> s/past/paste/
[15:58:38] <Tawn> Around 40 lines
[15:58:59] <wjp> how about dcc?
[15:59:06] <Tawn> dcc?
[15:59:10] <wjp> dcc
[15:59:26] <Tawn> I don't know what that is
[15:59:32] <Colourless> 40 lines would be way too long to paste here :-)
[15:59:51] <wjp> email it to wjpalenstijn@users.sourceforge.net
[15:59:54] <Tawn> I can post on my own site and post a link then
[16:00:11] <Colourless> sure
[16:00:13] <Tawn> I'll brb
[16:02:26] <Tawn> http://www.wiredentertainment.net/exult/index.php?option=content&task=view&id=4&Itemid=30
[16:02:30] <Tawn> Ok that's it :)
[16:02:54] <Tawn> Everything down to script works fine
[16:03:15] <wjp> you want to run the second one after the first one finished?
[16:03:22] <Tawn> Yep
[16:03:39] <wjp> this is not the way to do that
[16:03:46] <Tawn> Ok
[16:04:00] <wjp> I'd have to look at some original usecode again sometime, but from memory, you should:
[16:04:20] <wjp> add a "call some-function;" at the end of the first script
[16:04:33] <wjp> let "some-function" do the UI_item_say and start the second script
[16:05:06] <Tawn> I thought of that but wouldn't that "waste" a lot of functions?
[16:05:16] <Colourless> yes and no
[16:05:18] <Tawn> I mean if you were doing a whole game, that would be a lot
[16:05:44] <wjp> you can re-use the same function if you want; getting called from a script sets a special event (2, I think?)
[16:06:04] <Tawn> Yeah that's right
[16:06:07] <Colourless> the original game used single functions for specific sequences but used flags to change what was done
[16:06:28] <Tawn> Ahh ok, a little messy but i can work with it
[16:06:59] <Colourless> in SI, not sure if it's implemented in BG is the 'id' number assigned to NPCs
[16:07:12] <Colourless> that number can be used for anything you want
[16:07:34] <Colourless> you can use it as a counter if you like
[16:07:50] <Tawn> Does it do anything in particular?
[16:07:55] <Colourless> nope
[16:07:59] <Colourless> only used by usecode
[16:08:09] <Tawn> Ahh ok
[16:08:28] <Tawn> If I add an NPC, does he have a unique identifier that I can use to "control" him?
[16:08:39] <Tawn> Or she, if that's the case :)
[16:09:02] <Colourless> yeah each NPC if added by Exult studio has a 'number'
[16:09:28] <Colourless> you should be able to use that in usecode to get the NPC
[16:10:21] <Tawn> Ahh excellent
[16:10:46] <Tawn> I'm going to try a court seen with NPCs
[16:10:53] <Tawn> scene even
[16:11:02] <Tawn> See how well I can handle it
[16:11:31] <Tawn> Oh another thing, is there any way I can get an NPC to walk/run to a location?
[16:11:42] <Tawn> Instead of beam-me-up-scotty :)
[16:12:16] <Tawn> And thanks for the help guys, it's really appreciated
[16:13:18] <Colourless> yeah there is some function to do that
[16:13:19] <wjp> take a look at path_run_usecode
[16:13:39] <Tawn> I will indeed
[16:13:53] <wjp> that will make somebody walk somewhere and then call a usecode function when he has arrived, I think
[16:14:12] <Tawn> Oh excellent :)
[16:14:30] <Tawn> Where can I find out about that?
[16:14:39] <Colourless> (an aside) is it any wonder the u8 usecode fixes up all these annoying problems
[16:14:57] <Tawn> :)
[16:16:52] <wjp> hm, or maybe path_run_usecode is only for the avatar
[16:17:09] <wjp> si_path_run_usecode can handle any NPC, it seems
[16:17:37] <Tawn> Oh ok
[16:17:57] <wjp> parameters are: si_path_run_usecode(npc, location, event, itemref, usecode number, even_run_usecode_if_path_failed)
[16:19:41] <Tawn> Ok and I definately need the si version to do that?
[16:19:58] <Colourless> yep
[16:20:24] <Tawn> In SI, does the world-wrap still work even though it's not used
[16:20:36] <Tawn> And if not, would it be hard to put in place?
[16:20:48] <Colourless> actually it is used... you just don't realize it :-)
[16:21:00] <Colourless> dream world wraps
[16:21:08] <Tawn> Excellent
[16:21:14] <Colourless> half is on one side, the other half is on the other side
[16:23:51] <Tawn> Cool :)
[16:30:09] <Tawn> Ok, one last question... for now :)
[16:30:23] <Tawn> How do I change the starting location for the game?
[16:31:07] <Colourless> starting location for the game is the avatars location when you 'save map' in exult studio
[16:31:25] <Colourless> i think...
[16:37:24] <Tawn> Ahh ok cool :)
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[17:13:05] <Tawn> Does anyone know where I can get a list of the properties?
[17:13:12] <Tawn> I take it they are numbered?
[17:13:26] <Colourless> properties?
[17:13:30] <Tawn> As in 10 for Walk or such
[17:13:33] <Tawn> Or sorry
[17:13:36] <Tawn> NPC props :)
[17:14:02] <Colourless> i don't really know
[17:14:05] <Tawn> Like Walk, Poisioned etc
[17:14:09] <Tawn> Hmm
[17:14:18] <Colourless> ah those
[17:14:20] <Colourless> NPC flags
[17:14:23] <Tawn> Yeah
[17:14:27] <Tawn> That's the one :)
[17:15:03] <Colourless> can easy get them from the exult sources
[17:15:33] <Tawn> Ok, I have no idea where to look there
[17:16:10] <Colourless> some of them though you can't set by usecode
[17:16:25] <Colourless> objs\flags.h
[17:16:41] <Colourless> like the movement flags
[17:16:49] <Colourless> don't think usecode can control those
[17:17:24] <Tawn> Oh damn
[17:17:38] <Tawn> How can I freeze the Avatar in place?
[17:19:16] <Colourless> hmm...
[17:19:28] * Colourless tries to think
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[17:21:21] <Colourless> there is a way to do it really easily
[17:21:25] <Colourless> but i just cant remember it
[17:22:31] <Tawn> :)
[17:22:47] <Colourless> you just need to set a specific flag on the avatar
[17:26:24] <Colourless> ah hah
[17:26:42] <Colourless> set the dont_move flag
[17:30:27] <Colourless> however that only works in SI. you do it in BG and avatar will become invisible
[17:39:23] <Tawn> Ok, well I've moved to SI :)
[17:39:39] <Tawn> Seemed a good idea
[17:40:44] <Tawn> How do I set that flag?
[17:40:58] <Tawn> I only know get_item_flag ans set_item_flag
[17:42:37] <Colourless> set_item_flag
[17:43:04] <Tawn> Ahh ok, but is the flag a number?
[17:43:14] <Tawn> I mean, referenced as a number
[17:43:16] <Colourless> 16
[17:43:28] <Tawn> Ok excellent
[17:43:39] <Colourless> might also be able to use dont_move, but i've no idea... and to unset it use clear_item_flag
[17:43:40] <Tawn> Thanks again for the help
[17:43:51] <Colourless> dont want avatar stuck forever
[17:43:59] <Tawn> Ok I get it now
[17:44:01] <Tawn> Do you know any other flags?
[17:44:09] <Tawn> Or a list? :)
[17:46:33] <Colourless> this file lists all of them and their number
[17:46:33] <Colourless> http://cvs.sourceforge.net/viewcvs.py/exult/exult/objs/flags.h?view=markup
[17:46:42] <Colourless> doesn't really explain what they all mean though
[17:47:42] <Tawn> Thank you
[17:49:53] <Tawn> That's perfect, I already know what most do :)
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[18:55:30] <Curiousis-2> haldo!
[18:57:22] <wjp> hi
[19:05:23] <Curiousis-2> I just thought I'd get back into harassing Exult again... always a fun passtime
[19:14:04] <Tawn> Hey guys, I'm trying to add some chunks to a Group
[19:14:21] <Tawn> I create the group, right click on the chunk and Add to Gruop
[19:14:25] <Tawn> But it doesn't
[19:14:33] <Tawn> What am I doing wrong?
[19:24:45] <Curiousis-2> LEt me take a look at it...
[19:27:20] <Curiousis-2> Hmm... forgot I recently formatted my computer. I don't even have studio installed at the moment
[19:29:05] <Curiousis-2> uhmm... weird. Why is Exult Studio crashing all of a sudden
[19:30:56] <Curiousis-2> Alright...
[19:32:37] <Tawn> :(
[19:33:25] <Curiousis-2> So I'm no long crashing... time to take a look at that chink
[19:35:11] <Tawn> Thank you
[19:35:25] <Curiousis-2> err... chunk
[19:39:39] <Curiousis-2> At the moment I'm not sure but I got to go...
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[19:48:46] <Tawn> Hi all
[19:49:19] <Tawn> I am trying to add a NPC with custom Usecode but it won't let me edit the Usecode for NPCs (it's grayed out)
[19:49:24] <Tawn> How can I fix this?
[19:50:40] <wjp> grayed out? hm, it's editable here
[19:50:47] <wjp> only the NPC# is grayed out
[19:51:04] <Tawn> Strange, Usecode is definatelt grayed
[19:52:14] <wjp> what's the npc num you're getting by the way?
[19:52:26] <Tawn> NPC 0xea
[19:52:35] <Tawn> Usecode 0x4ea (grayed)
[19:52:38] <wjp> ah, then he'll just get usecode 0x4ea automatically
[19:52:46] <Tawn> Ahh ok
[19:52:54] <wjp> (that's for below 0x100)
[19:52:58] <Tawn> I need a *generic* NPC?
[19:53:10] <wjp> hm?
[19:53:10] <Tawn> That was Batlin
[19:53:26] <Tawn> Or does that matter?
[19:53:55] <Tawn> It doesn't matter what I use
[19:53:55] <wjp> does what matter?
[19:54:39] <Tawn> No I thought Batlin had a set Usecode
[19:54:48] <Tawn> But it doesn't matter which Shape I use
[19:56:07] <Tawn> Have you ever seen that happen before?
[19:56:22] <Tawn> I'm very stuck until I can sort it...
[19:57:47] <wjp> you'll have to explain what you're talking about exactly :-)
[19:58:03] <wjp> since I have no idea what you're trying to do or what the problem is
[19:58:25] <Tawn> When I try to create/edit a NPC, the Usecode box is grayed
[19:58:29] <Colourless> yes
[19:58:38] <Tawn> Why is that?
[19:58:55] <Colourless> you can't set the usecode number for NPCs whos NPC Number is less than 255
[19:59:00] <Colourless> or 0x100
[19:59:03] <Tawn> Ohhhh
[19:59:07] <Tawn> Sorry I get it now
[19:59:55] <Tawn> How do I get the number up, create loads of NPCs? :)
[20:00:09] <wjp> why do you want to?
[20:00:29] <wjp> what's preventing you from using 0x4ea as the function number for your new NPC?
[20:00:32] <Tawn> Oh, so that Usecode number is still ok to use?
[20:00:36] <Tawn> Duh! Sorry :)
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[20:05:06] <Tawn> What form is the location in the si_path_run_usecode(npc, loc, event, itemref, usecode number, even_run_usecode_if_path_failed)
[20:05:47] <wjp> array with three elements (x,y,z)
[20:06:00] <Tawn> Ahh ok
[20:06:35] <wjp> I'm not exactly sure how to do that in ucc, though :-)
[20:06:45] <Tawn> Umm... me neither :)
[20:08:02] <Tawn> Couldn't I just get the location of an item (like a seat) and use that? :)
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[20:09:22] <wjp> there's a sit_down intrinsic for that
[20:09:33] <wjp> sit_down(npc, chair)
[20:09:51] <Tawn> Ohh ok
[20:10:08] <Tawn> But is there one for finding an item's location?
[20:10:24] <Tawn> I could *hide* something and use that as a marker
[20:10:38] <Tawn> (In case I didn't want him to sit)
[20:10:42] <wjp> but you can indeed use get_object_position(object) as the location for si_path_run_usecode
[20:10:52] <Tawn> Excellent :)
[20:11:16] <wjp> path eggs are commonly used for location markers
[20:11:33] <Tawn> That's what i was thinking :)
[20:12:24] <Tawn> This help is really great
[20:13:03] <Tawn> What is the itemref in si_path_run_usecode?
[20:13:19] <Tawn> I'm going to be writing this down btw, so it won't just be lost on me :)
[20:13:42] <wjp> that'll be the value of 'item' in the usecode function that gets called
[20:14:12] <Tawn> Ahh excellent
[20:20:30] <Tawn> Thanks for all your help
[20:20:34] <Tawn> See ye later
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[21:56:53] <sbx> Hey when did we get a topic? :)
[21:57:03] <sbx> (Tue Feb 22 17:19:30)
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