#exult@irc.freenode.net logs for 17 Jan 2013 (GMT)

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[17:17:28] <Marzo> Hrm. SI seems to have some hard-coded behavior for goblins in the goblin village that causes them to attack the party regardless of their alignment
[17:17:49] <Marzo> Witness NPC 117, a neutral goblin, which attacks the avatar in the original
[17:18:19] <Marzo> But if you reprogram Frigidazzi's servant goblin to combat schedule, she won't attack the avatar
[17:20:46] <Marzo> But putting her in your party then going to goblin village and kicking her out causes her to attack you
[17:22:33] <Marzo> I can even get the 'boundaries' of goblin village using her that way :-)
[18:36:35] <Marzo> O>o
[18:36:51] <Marzo> U7/SI is far more detailed than we think when it comes to barks
[18:39:07] <Marzo> If you are invisible when stealing, people will say "Shades!", "Ghosts!" and "Spectres!"
[18:39:43] <Marzo> Goblins will say "Dralthi rolfa?" in the same circumstances
[18:40:03] <Marzo> Got to investigate barks a bit more...
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[20:20:09] <Dominus> so, Marzo, when you want to fix the hardcoded goblin camp, do you want to hard code the area or the NPCs there to be aggressive?
[20:20:47] <Marzo> I am hard-coding the NPCs in the area to be agressive
[20:21:16] <Marzo> As in: if a goblin and in the goblin village, your effective alignment is evil
[20:21:49] <Dominus> so both :)
[20:22:42] <Marzo> Hrm. Looking at text.flx: "Vultures will pick thy bones!"
[20:22:49] <Marzo> I remember seeing that in the original
[20:22:58] <Marzo> Have you seen it in Exult?
[20:23:09] <Marzo> It doesn't seem to be there
[20:23:30] <Dominus> I remember that and I think I saw it in Exult
[20:23:38] <Dominus> Erethian on the isle of Fire, I think
[20:24:59] <Marzo> This should be appearing during combat
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[20:25:13] <Marzo> (if memory serves)
[20:25:17] <Dominus> hmm, or that
[20:25:36] <Malignant_Manor> I know it happened in BG.
[20:25:53] <Malignant_Manor> I remember doing some looking at messages awhile ago.
[20:26:10] <Dominus> hello Malignant_Manor
[20:26:17] <Malignant_Manor> years ago probably
[20:28:03] <Malignant_Manor> I think a header file has some indexes. Some just use numbers in the function that calls them.
[20:28:47] <Marzo> 1107:"Curse thine offspring!"
[20:28:47] <Marzo> 1108:"Damn thee!"
[20:28:47] <Marzo> 1109:"Take this!"
[20:28:47] <Marzo> 1110:"Vultures will pick thy bones!"
[20:28:47] <Marzo> 1111:"I shall have thine head!"
[20:28:47] <Marzo> 1112:"Die, fool!"
[20:28:48] <Marzo> 1113:"Thy blood will soil the land!"
[20:29:23] <Marzo> What shall we call this? Battle cries? Taunts?
[20:29:52] <Malignant_Manor> items.h
[20:29:54] <Dominus> taunts sounds about right
[20:30:03] <Malignant_Manor> It might already be there.
[20:30:20] <Malignant_Manor> There's a lot of indexes.
[20:31:05] <Malignant_Manor> Ghosts, shades, and spectres is in the message file too.
[20:31:32] <Marzo> I am looking at items.h, it is not there
[20:31:48] <Marzo> I am adding a ton of stuff there, which then I will add
[20:32:03] <Marzo> There is a lot of stuff they did for goblins in terms of barks
[20:36:03] <Malignant_Manor> I had some messing around with Dev Game. first_goblin_ouch
[20:37:17] <Malignant_Manor> first_goblin_ouch", 0xd2
[20:37:25] <Malignant_Manor> last_goblin_ouch", 0xda
[20:37:32] <Malignant_Manor> goblin_first_battle", 0xc9
[20:37:37] <Malignant_Manor> goblin_last_battle", 0xd1
[20:43:57] <Dominus> aaaarrrghhhhh
[20:44:03] <Dominus> I did it again...
[20:44:47] <Dominus> I compiled with the rotate patch and played for a second and rotated back and everything seems wrrrrroooooonnnngggggg
[20:44:49] <Dominus> :)
[20:46:59] <Marzo> Hrm
[20:47:00] <Marzo> 1069:"Thou wilt pay for that!"
[20:47:00] <Marzo> 1070:"Thou wilt regret that!"
[20:47:10] <Marzo> I don't remember that in Exult
[20:47:54] <Dominus> I'm having a bad case of not being able to distinguish anymore between original and Exult in all these cases :)
[20:48:47] <Marzo> 1164:"Die!"
[20:48:47] <Marzo> 1165:"Bastard!"
[20:48:47] <Marzo> 1166:"Murderer!"
[20:48:47] <Marzo> 1167:"Suffer my wrath!"
[20:48:47] <Marzo> 1168:"I will kill thee!"
[20:48:47] <Marzo> 1169:"For that thou shalt perish!"
[20:49:46] <Marzo> I have no idea about these
[20:49:59] <Marzo> I don't think I ever saw them on the original either
[20:50:16] <Marzo> Maybe comba was always over before they would show up?
[20:50:26] <Marzo> s/comba/combat/
[20:50:48] <Dominus> Bastard and Die seem familiar
[20:51:04] <Dominus> but perhaps "Die, fool!"
[20:51:37] <Marzo> 1178:"Begone, fool!"
[20:51:41] <Marzo> This?
[20:51:41] <Malignant_Manor> 0xdb - 0xef
[20:52:27] <Dominus> no, I meant that I perhaps confuse seeing "Die" with 1112:"Die, fool!"
[20:52:41] <Malignant_Manor> I don't remember any of those in game.
[20:52:44] <Marzo> Ah
[20:52:59] <Malignant_Manor> Some could be awakened gargoyles.
[20:53:41] <Malignant_Manor> Weird To be a filthy human!
[20:56:50] <Marzo> I don't think I will add those yet because they are probably too SI specific
[20:57:20] <Marzo> (as in -- gargoyles are in both games, but those messages are SI-only)
[20:59:06] <Marzo> More unused:
[20:59:07] <Marzo> 1103:"I will have my revenge!"
[20:59:07] <Marzo> 1104:"Thou wilt regret this day!"
[20:59:07] <Marzo> 1105:"Thou wilt pay for this!"
[20:59:07] <Marzo> 1106:"We shall meet again!"
[20:59:45] <Malignant_Manor> I think they are used in the original.
[20:59:57] <Malignant_Manor> Maybe when ending combat,
[21:00:01] <Malignant_Manor> or fleeing
[21:00:09] <Marzo> Could be
[21:00:16] <Marzo> I don't remember them
[21:11:21] <Malignant_Manor> Actually those would likely be Gwanni messages.
[21:11:44] <Malignant_Manor> 0xea:"Grrrr..." was used on wakeup
[21:13:08] <Malignant_Manor> 0xeb:"Gaarrrrr!" was used too,
[21:14:48] <Marzo> I meant the "To be a filthy human!" and similar
[21:15:04] <Marzo> Which are how gargoyles talk
[21:15:31] <Malignant_Manor> Yeah, I didn't see them in game though.
[21:16:06] <Malignant_Manor> 0xe7 - 0xe9 are how gargoyles talk.
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[21:36:59] <Dominus> TheCycoONE or TheCycoTWO weren't you having problems compiling the rotate patch? the newest patch compiles almost out of the box against current SVN
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[22:56:00] <Malignant_Manor> In town, the music didn't play until guards were called.
[22:57:16] <Malignant_Manor> This is referring to combat music. I accidentally posted in the wrong channel
[22:57:43] <Malignant_Manor> Exult plays the music when you attack anything.
[23:07:15] <Marzo> Malignant_Manor: changed it so that combat music will start only if there are any foes on the avatar's opponent list
[23:08:03] <Malignant_Manor> There's an issue with monsters spawning through walls.
[23:08:19] <Malignant_Manor> There's several spots in SI and I just found one in BG.
[23:09:57] <Malignant_Manor> https://sourceforge.net/tracker/?func=detail&aid=3186759&group_id=2335&atid=102335
[23:10:30] <Malignant_Manor> I'll add the BG save to the list. This is a separate issue than the topic though since that is just a rendering issue.
[23:16:37] <Malignant_Manor> I uploaded the BG save and started a tracker on the spawning through walls issue. https://sourceforge.net/tracker/?func=detail&aid=3601318&group_id=2335&atid=102335
[23:19:31] <Malignant_Manor> Dominus needs to play through both games.
[23:22:28] <Dominus> arrrghhh
[23:24:07] <Malignant_Manor> That's with and without Expansion pack and mods. You also need to try all languages.
[23:27:52] * Dominus is fleeing to bed
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