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[13:48:10] <Marzo> Dominus: I noticed while working on on of Jaesun's bug reports that we don't have oggs for SI music tracks 59, 60, 61 and 62
[14:06:55] <Dominus> oh, that doesn't sound good
[14:07:04] <Dominus> pun intended, har har
[14:07:35] <Dominus> jaesun is actually a good person to speak to about that since he likes to record music
[14:10:21] <Dominus> or send an email to Simon Quinn, but I doubt he will get back into this (since except for adding the option to play oggs and adding the files he wasn't to be seen again...)
[14:59:19] <Dominus> Marzo: about orb of the moons - BG keyring : fixed in the next BG Keyring snapshot :)
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[15:35:19] <Marzo> Dominus: note that I said it is fixed in latest SVN, not latest snapshot :-)
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[17:10:33] <Malignant_Manor> Marzo: There is still a bug with pathfinding to the red moongate in Exult. The whole party walks there in formation in the original. Exult has only the Avatar walk.
[17:10:46] <Malignant_Manor> I should probably open a tracker.
[17:38:39] <Marzo> O>o. I didn't knew you could fly kites in U7
[17:42:32] <Malignant_Manor> What made you test the kite? (I already knew about it)
[17:42:45] <Malignant_Manor> Are you testing pathfinding from usecode?
[17:43:45] <Marzo> Yes
[17:43:57] <Marzo> I just committed the fix to your report
[17:44:12] <Marzo> As it turns out, party members also went along in BG
[17:44:19] <Marzo> (with path_run_usecode)
[17:44:50] <Malignant_Manor> I didn't even get a chance to look at the moongate usecode to see what it was using.
[17:49:04] <Marzo> Along the way, I tested several things that called path_run_usecode, which is when I ran into kites
[17:49:37] <Malignant_Manor> Does SI only move the Avatar?
[17:49:49] <Malignant_Manor> You mentioned BG specifically earlier.
[17:50:08] <Marzo> SI was already with the correct behavior in Exult
[17:50:16] <Marzo> (i.e., bringing the party along)
[17:51:19] <Malignant_Manor> I like the palette check that actually works.
[17:52:38] <Malignant_Manor> Are you done with the portability changes?
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[19:25:10] <Dominus> so jaesuns orb of the moons bug report brought on another good fix...
[19:31:19] <Marzo> Dominus: how up-to-date is my website's address in the links page?
[19:31:38] <Marzo> I ask because the site seems to be down, and I don't want to checkout the web portion
[19:32:26] <Dominus> http://seventowers.thefeudallands.ca/ and it's actually accessible for a change :)
[19:32:43] <Dominus> exult site worked for me right now
[19:33:21] <Marzo> Oh, look -- the domain name is back on
[19:33:53] <Dominus> woha, newest version of the mods are already online...
[19:34:19] <Marzo> I just put them there
[19:35:38] <Dominus> thanks, nice to have the latest up there again
[19:36:05] <Dominus> (though you might consider moving elsewhere, who knows when the domain is down again :))
[19:36:32] <Dominus> I found that a dropbox account works wonder :)
[19:37:14] <Marzo> The site space and domain are provided by Wizardry Dragon
[19:37:25] <Marzo> Can't complain too much when it is done for free :-)
[19:37:33] <Dominus> I know, but it has a flaky history :)
[19:40:14] <Dominus> so, Marzo, what you think. Apart from some testing the game, is it releasable?
[19:40:41] <Marzo> I want to fix blacksmith schedule first
[19:40:54] <Dominus> he he, forgot about that :)
[19:41:16] <Marzo> It is our oldest bug report by far
[19:41:43] <Dominus> true
[19:42:07] <Marzo> Maybe also tackle the two UCXT ones, as they are probably fairly easy
[19:42:27] <Dominus> he he, your own bug reports :)
[19:42:45] <Marzo> And maybe pester Colourless a bit regarding MT32 Sysex :-)
[19:43:39] <Dominus> yes, the mt32 sysex stuff is also in my mind but if Colourless has no time we can ignore this for now
[19:44:09] <Marzo> Regarding those SI musics I said we don't have oggs for -- they are lute chords, and are used in dialog when Iolo is playing in some places
[19:44:35] <Dominus> interesting that they were missed
[19:44:45] <Marzo> They are rather short, to be honest
[19:46:42] <Dominus> but asking Jaesun could be a real solution as I'm sure he would produce lovely short pieces of them :)
[19:47:58] <Dominus> marzo, since you looked at the music stuff, did you look at this bug as well? https://sourceforge.net/tracker/?func=detail&aid=2782683&group_id=2335&atid=102335
[19:48:03] <Dominus> Background music #10 never played
[19:50:13] <Dominus> and if we ever make it to this near release we can put up a big bug: combat!!! combat options that the original had and can be set in Exult but aren't honored at all AFAIK
[19:50:49] <Dominus> (those options in the original that gave the *ILLUSION* of being able to influence combat :))
[19:51:18] <Marzo> There is code for selecting song #10, but no code actually leading to that path
[19:51:34] <Marzo> What combat options would be those?
[19:52:25] <Dominus> the otpions in the paperdoll gump, next to where you can toggle combat
[19:53:23] <Marzo> Ah
[19:53:38] <Marzo> Well, I suppose they did some minor effect in combat in the originals
[19:58:53] <Dominus> I can't even tell you the exact things they did without searching for my complete Ultima 7 CD. The manual that comes with the gog download only has the fellowship handbook not the actual manual. Or if it is the referance card, that is crashing my pdf viewer :)
[20:04:04] <Marzo> Dominus: http://img849.imageshack.us/img849/7171/screenshotfrom201301161.png
[20:05:05] <Dominus> yes, fleeing. wasn't there also the chance of partymembers leaving their backpack? :)
[20:05:32] <Marzo> I think only if they were fleeing from being heavily wounded
[20:05:49] <Marzo> But I have no idea if that is how it worked
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[20:20:45] <Malignant_Manor> Dominus wants us to implement more friendly fire too. You just want Iolo to shoot the Avatar in the back.
[20:22:17] <Malignant_Manor> Didn't that happen in the original?
[20:22:47] <Malignant_Manor> I think now you only need to worry about explosion type effects.
[20:23:19] <Dominus> yes, the original had you killed by your party
[20:23:24] <Marzo> Malignant_Manor: it happened in BG, but not in SI
[20:23:32] <Dominus> the firedoom staff was also a problem :)
[20:23:40] <Marzo> In SI, they toggled the flag that prevents it from happening in weapon data
[20:24:04] <Malignant_Manor> Firedoom is one of the explosion types like burst arrows.
[20:24:26] <Dominus> yeah, I know, one of the party killers :)
[20:24:37] <Malignant_Manor> We could have friendly fire be optional if you know how it happened.
[20:25:10] <Marzo> It is easy to implement it, yes
[20:25:11] <Dominus> he he, option "die from friendly fire? yes/no?"
[20:25:34] <Malignant_Manor> Maybe dump it into a txt file but I doubt anyone would change it from there.
[20:25:54] <Dominus> be back in a bit, I need to eat something :)
[20:26:01] <Malignant_Manor> I guess you could add it under the combat options and have BG default to yes and SI to no.
[20:27:00] <Malignant_Manor> Most people would probably like it on no though.
[20:27:30] <Malignant_Manor> A global setting would be easier.
[20:27:50] <Malignant_Manor> global = all games instead of per game.
[20:31:19] <Marzo> In Projectile_effect::handle_event, all we need to do is remove the condition '!target && ' in line 789
[20:34:25] <Malignant_Manor> You'd probably have to test large actors that use projectiles.
[20:36:24] <Malignant_Manor> (!target || friendly_fire) &&
[20:36:50] <Marzo> True
[20:37:17] <Marzo> I don't really care much for this particular quirk of the original
[20:37:33] <Marzo> It jut means nobody will use any ranged weapons unless they use magical missiles
[20:37:44] <Malignant_Manor> Neither do I but there's always people who complain.
[20:38:07] <Marzo> When they do complain, then we will think about implementing it
[20:38:37] <Malignant_Manor> I think I have seen it complained about a long time ago.
[20:39:05] <Marzo> If it is so long ago, it means nobody cared enough to keep complaining :-)
[20:39:50] <Malignant_Manor> I need to implement friendly fire in Nuvie but it is different there.
[20:40:26] <Marzo> One question: why bother?
[20:40:41] <Malignant_Manor> It happens when you attack an actor and it misses.
[20:40:51] <Malignant_Manor> It will hit a random square next to it.
[20:41:23] <Marzo> Well, that makes it more important then
[20:42:51] <Malignant_Manor> I think Nuvie already does the random tile calculation but it doesn't do the damage.
[20:45:51] <Malignant_Manor> The AI is really stupid with friendly fire on.
[20:46:00] <Malignant_Manor> They will keep hitting an ally.
[20:46:09] <Malignant_Manor> This is Exult.
[20:47:41] <Malignant_Manor> I didn't even try party members. That would probably be really horrible,
[20:54:54] <Marzo> Dominus: song #10 implemented
[21:32:57] <Dominus> great! thanks Marzo
[21:33:18] <Dominus> Now I need some time when the little one is not sleeping so I can listen to it :)
[21:34:00] <Dominus> another thing for the distant future would be a much needed volume control to set volume for the three audio sources we have...
[21:58:02] <sh4rm4> Dominus, you could use headphones ;)
[21:58:20] <Dominus> then *I* don't hear him :)
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[22:06:26] <Malignant_Manor> That missing friendly fire check in Nuvie was actually a bugged check.
[22:07:09] <Malignant_Manor> It changed the tile it displays at but not the foe so a ranged attacker got two chances to hit someone.
[22:16:39] <Marzo> Oh, hey -- we have official NPC alignment names in the original
[22:16:57] <Marzo> In SI, you can use the cheat screen to inspect an NPC
[22:17:21] <Malignant_Manor> It's weird that Exult didn't already have them.
[22:18:04] <Dominus> what does the npc allignement do and what can it be?
[22:18:55] <Marzo> Exult calls it 'friendly', 'hostile', 'neutral' and 'unknown_align'
[22:19:16] <Marzo> It seems that they are 'good', 'evil', 'neutral' and -- something I a still looking for
[22:19:38] <Dominus> ah, ok, I get what the allignement does
[22:20:19] <Marzo> 'chaotic' is the last one
[22:20:25] <Dominus> the unknown one is probably a mixture between good and evil
[22:20:41] <Malignant_Manor> That's the same as U6.
[22:21:03] <Marzo> chaotic and evil fight the avatar as well as one another
[22:21:19] <Marzo> (I had already implemented this, in fact)
[22:21:28] <Marzo> I had no idea we had names available for them
[22:23:44] <Dominus> cool
[22:24:21] <Marzo> Will swap them in Exult
[22:24:26] <Marzo> And ES
[22:24:37] <Malignant_Manor> That's more basic info that should have been done before you even joined the team.
[22:27:57] <sh4rm4> what is ES ?
[22:28:26] <Dominus> Exult Studio
[22:28:33] <sh4rm4> ah, thx
[22:34:01] <Marzo> (FYI, I found this out thanks to this bug report: https://sourceforge.net/tracker/?func=detail&aid=2694957&group_id=2335&atid=102335)
[22:34:41] <Malignant_Manor> Marzo, can you look at this weather bug? https://sourceforge.net/tracker/?func=detail&aid=2660007&group_id=2335&atid=102335
[22:37:45] <Marzo> Seems to be better with the changes I made to usecode lightning
[22:38:03] <sh4rm4> <Marzo> chaotic and evil fight the avatar as well as one another
[22:38:14] <sh4rm4> are they different at all ?
[22:38:30] <Malignant_Manor> Too many clouds form in Exult.
[22:38:45] <Marzo> A group of chaotic foes can fight a group of evil foes
[22:39:48] <Marzo> Yeah, the clouds are a bit annoying
[22:40:09] <Marzo> I was referring more to the lightning strikes
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[22:46:53] <Dominus> ah, that explains that bug, Marzo (the one that lead you to the names)
[22:47:09] <Marzo> Not really
[22:47:25] <Dominus> but gives some hint at least
[22:57:34] <Malignant_Manor> Marzo: Do you prefer is_starving() or is_hungry() as a bool for food level checks?
[22:58:09] <Marzo> I think is_starving() sounds best for the job
[22:58:44] <Malignant_Manor> I have a hunger icon showing on face stats patch.
[23:01:19] <Malignant_Manor> Here's the patch. http://pastebin.com/v4c6LU6B
[23:02:25] <Malignant_Manor> I don't know if the face stats rectangle needs widened. The icon doesn't need to accept input.
[23:03:12] <Malignant_Manor> Hence the ' // if(starving) probably need to add here' part.
[23:05:58] <Dominus> looking forward to how that looks, but got to go now
[23:06:07] <Dominus> nighty night
[23:06:18] <Malignant_Manor> good night
[23:08:47] <Marzo> Good night
[23:11:27] <Malignant_Manor> Oops. I forgot that the pixel outline for the face button is messed up.
[23:13:07] <Malignant_Manor> If you double click on an occupied bed, the Avatar lays on the floor.
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[23:54:30] <Marzo> Malignant_Manor: will be fixed when I commit
[23:55:04] <Malignant_Manor> I just noticed I created a segfault when party members die by traps.
[23:55:41] <Marzo> In your patch above?
[23:55:57] <Malignant_Manor> The face stats patch is.
[23:56:06] <Malignant_Manor> The crash is from something else.
[23:56:42] <Malignant_Manor> reduce_health was calling is_in_party() without an actor.
[23:58:44] <Malignant_Manor> The on_button stuff likely needs removed from the patch and replaced by actually changing mx for face_button by -7 when starving.