#exult@irc.freenode.net logs for 18 Nov 2016 (GMT)

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[00:40:34] <Marzo> wjp, Dominus: so, one thing I have been wanting to do is maybe start using Boost in Exult (http://www.boost.org/)
[00:41:40] <Marzo> I imagine that the most vocal opposition is probably going to come from Colourless
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[08:52:29] <Dominus> Marzo I think boost would complicate matters for the iOS port and maybe the ppc (but I'm not clinging to that)
[08:53:09] <Dominus> I'd need to look into iOS and boost - at first glance it seems it can be done but a bit more complicated
[09:34:23] <Dominus> I can't find any more usage shape 874 - at least not obvious faulty one.
[10:18:59] <Dominus> Marzo, a completely broken SI game at https://sourceforge.net/p/exult/bugs/1987/
[10:19:19] <Dominus> seems I'll have to test play a bit again to see if we have a major problem or his PC has a major problem
[12:16:09] <Dominus> Marzo, more investigation into shape #874. It is used in the FoV Test of Truth when towards the end there is dungeon floor above a void and you need to lower a bridge to cross
[12:19:48] <Dominus> https://www.dropbox.com/s/ubt0x6q1qetah4s/Shape874frame1.png?dl=1
[12:20:24] <Dominus> I re painted frame 1 complete in red to easily find it
[12:28:44] <Dominus> So, my guess is they just made a mistake when they added this in FoV as this shape
[12:29:17] <Dominus> forgot that for some reason they had this shape in those two towers.
[12:29:32] <Dominus> So, my map_patch definitely makes sense now
[12:32:53] <Dominus> and interesting, the light/great light spell in the original gives a much more brighter light than we do...
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[12:42:29] <GitHub> [exult] DominusExult pushed 1 new commit to master: https://git.io/vX5Wr
[12:42:29] <GitHub> exult/master 184c50c DominusExult: BG shape #874 doesn’t need a real fix after all. The map_patch fixes an error the original did when they changed this shape for FoV
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[13:18:53] <Dominus> https://www.dropbox.com/s/hmjmmjpeiwic9x4/shape874.png?dl=1 evolution of the shape 874
[13:19:05] <Dominus> pure BG, German BG, FoV
[13:19:40] <Dominus> I guess in FoV they categorized the shape as ground shape so wall shapes are sorted "above" it
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[15:23:28] <GitHub> [exult] KnightCaptain opened pull request #14: SIfixes and Numbered NPCs (master...master) https://git.io/vX5M6
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[16:15:45] <Dominus> Heya KnightCaptain
[16:16:44] <Dominus> Is your bug report https://sourceforge.net/p/exult/bugs/1976/ closeable? If I understand it's not a real bug but new NPCs need usecode to get rid of their spells upon death
[16:48:30] <KnightCaptain> Oh hey. How's it not a real bug? :)
[16:49:44] <KnightCaptain> Let me look into it further. I was under the impression that those spell shapes should disappear for any dead creature, spawned or numbered NPCs or whatever.
[16:52:44] <Dominus> Oh, I had deduced that from your usecode fix ;)
[16:54:18] <KnightCaptain> So the bug here is that the normal disappear doesn't work for new NPCs.
[16:54:37] <KnightCaptain> I have a workaround, but was hoping if this is a real issue that it might get looked at.
[16:54:56] <Dominus> I see
[16:54:59] <KnightCaptain> So that way other modders don't need to worry about consistent behavior on Exult's part.
[16:55:17] <Dominus> I have no clue about that ;)
[16:55:36] <KnightCaptain> If you look at Shal (The Fiend of Chaos) shape#(0x3CF) he only has DOUBLECLICK and STARTED_TALKING events.
[16:55:56] <KnightCaptain> There's no code specific to his non-modded shape that removes his spells on death.
[16:56:59] <KnightCaptain> Hopefully you all get a chance to test my new SIfixes submission a bit.
[16:57:53] <Dominus> But isn't he a monster?
[16:58:11] <KnightCaptain> Non-mod, yes.
[16:58:18] <KnightCaptain> My fixes, no.
[16:58:37] <Dominus> Could it be that monsters get the spells removed and NPCs need usecode?
[16:58:42] <Dominus> Just guessing
[17:01:37] <Dominus> And probably easy test
[17:02:39] <Dominus> Add spells to an existing NPC and kill him
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[17:12:03] <Malignant_Manor> actors.cc deletes spell items when die() is called.
[17:12:17] <Malignant_Manor> item->get_info().is_spell()
[17:12:28] <KnightCaptain> Testing on random NPCs just now worked.
[17:12:38] <KnightCaptain> It's only for added NPCs where that doesn't seem to work.
[17:13:21] <Dominus> Hi malignant_Manor long time no see
[17:13:39] <Dominus> Ok, thanks for testing. Odd bug then
[17:15:38] <KnightCaptain> How do I add an NPC to the resurrection list?
[17:16:46] <Malignant_Manor> well, that spell conditional calls tooheavy.push_back(item);
[17:17:14] <Malignant_Manor> I can't remember resurrection offhand. I will have to search code.
[17:18:46] <KnightCaptain> Thank you both. I'm got some sleep to catch up with.
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[17:23:43] <Malignant_Manor> BG has body limitations in usecode Func0684. It only allows 0x0190, 0x019E, and 0x030A.
[17:33:49] <Malignant_Manor> Forum cookies (have_read) broke awhile ago. This has happened several other times in the past.
[17:49:21] <Dominus> What do you mean with body limits?
[17:50:06] <Dominus> Forum is fine for me atm, but yeah it's wonky all the time
[17:52:18] <Malignant_Manor> BG resurrect will only work on those shapes.
[17:53:24] <Malignant_Manor> The forum has been 502 error on links for many weeks (or month). It happens every once in awhile and you need to delete the have_read cookie.
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[18:19:38] <Dominus> odd, for the last couple of days and right now still, it works fine for me...
[23:25:56] <Marzo> Dominus: regarding Boost on iOS and OSX: https://github.com/mgrebenets/boost-xcode5-iosx https://github.com/danoli3/ofxiOSBoost
[23:26:33] <Marzo> As for PPC, they have code for it; might be just a matter of either finding a precompiled build or compiling ourselves
[23:27:03] <Marzo> Bug 1976 is probably a real bug I need some time to investigate