#exult@irc.freenode.net logs for 23 Jun 2001 (GMT)

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[08:03:50] --- ChanServ has changed the topic to: Exult, the open source Ultima 7 and U7 part 2 engine
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[08:12:43] <mrod> hello
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[10:04:25] <mrod> greetings.
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[10:06:27] <InuYasha> Hail and well met.
[10:06:29] <InuYasha> Tee hee.
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[10:17:17] <m0t0ro> hello
[10:18:02] <m0t0ro> do you speak spanish?
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[10:27:39] <wjp> hi
[10:27:42] <mrod> hello wjp
[10:28:49] * wjp doesn't speak spanish
[10:30:15] <mrod> there's something strange. sometimes during dialogs with characters, a 'O' appears to be prepended in front of the current phrase. it's kind of strange, since it only happens sometimes. one time i did see it, was when i failed thoxa's test in SI (and then all began gibbering). but now i'm finding this issue also while speaking with the healer in the Abbey.
[10:30:26] <mrod> is this too a known issue ?
[10:30:37] <wjp> mrod: yeah
[10:30:50] <wjp> mrod: but I didn't know it happened outside of the 'gibberish' speak
[10:30:54] <m0t0ro> :)
[10:32:12] <wjp> hmm... there's a healer in the Abbey?
[10:32:59] <mrod> wjp: i can show you a screen shot i've just grabbed, if you want. not in the abbey, just nearby
[10:35:34] <wjp> sure, if it's not too big
[10:35:58] <mrod> no, it's 21k. shall i send it to you ?
[10:36:23] <wjp> oh, never mind... I just got it myself :-)
[10:36:30] <wjp> "0It would be nice if..."
[10:36:58] <mrod> :-)
[10:37:17] <wjp> I can probably fix this, but I wonder if it will break other things
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[10:37:52] <wjp> the thing is that it adds the number 0 to the string 'It would be nice...'
[10:38:23] <wjp> usually when adding numbers to strings it just appends them, but I guess 0 is a special case
[10:38:47] <mrod> it seems very strange to me
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[10:38:50] <m0t0ro1> does somebody belong to the exult project?
[10:39:04] * wjp does
[10:39:16] * mrod does not :-)
[10:40:19] <m0t0ro1> wjp
[10:40:53] <m0t0ro1> when I use the game with music enabled..
[10:41:07] <m0t0ro1> under win98
[10:41:20] <mrod> wjp: also, i've kept a savegame while i was in location (04bd, 0aff, 00), showing drawing problems with exult engine, but i'd guess this too is a known issue.
[10:41:40] <m0t0ro1> it sounds badly
[10:42:20] <wjp> m0t0ro1: which sound card are you using?
[10:42:37] <m0t0ro1> sound blaster 16
[10:42:50] <m0t0ro1> :)
[10:43:57] <m0t0ro1> is it the problem?
[10:44:23] <wjp> m0t0ro1: no, I don't think so
[10:44:39] <wjp> m0t0ro1: but I'm not really familiar with windows sound issues in Exult :/
[10:44:42] * wjp uses Linux
[10:45:00] <wjp> m0t0ro1: have you read the FAQ about this? (exult.sourceforge.net/faq.shtml)
[10:45:26] <m0t0ro1> i will do it
[10:45:56] * m0t0ro1 has ran the game under FreeBSD
[10:46:25] <m0t0ro1> thank you!
[10:46:25] <m0t0ro1> bye
[10:46:30] <wjp> bye
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[10:46:57] <wjp> mrod: ah, the pirate cave
[10:47:03] <mrod> wjp: yes
[10:47:43] <wjp> time for some breakfast, I'll brb
[10:50:19] <mrod> around that spot i've found at least two drawing problems (one shows only in the mentioned precise location, while the other is a black piece of ???, just after the beginning of the cave, and which is called `mountain' when you click on it)
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[11:39:29] <mrod> must go now. a good day
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[12:31:50] <mrod> re-hello
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[13:33:04] <mrod> wjp: i've just recompiled the last snapshot, but i seem to be still having problems with two-handed weapons, may i send you a small collage-screenshot i've prepared (19k png) to show you ?
[13:36:11] <mrod> still it's strange, because i can't understand why i can't easily reproduce this behaviour
[13:36:36] <wjp> sure
[13:37:55] <mrod> ok, here it is
[13:43:13] <wjp> how did you do this?
[13:43:27] <wjp> oh, nm, got it
[13:44:15] <wjp> funny, I though Ryan fixed this yesterday
[13:48:00] <mrod> it seems that i can only reproduce it when in paperdoll mode
[13:50:29] <mrod> and only if the character has not, say, a shield in the back slot
[13:50:39] <mrod> but i'm not sure
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[13:59:33] <Colourless> hi
[14:00:43] <mrod> hello
[14:02:11] <wjp> Colourless: just the person we need! :-)
[14:02:18] <Colourless> uh oh :)
[14:02:25] <Colourless> this is never good
[14:02:33] <wjp> try putting a dagger in your right (on screen) hand, and after that a 2H sword in left
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[14:03:21] <wjp> works easiest in no-paperdoll mode, but works in paperdoll mode too
[14:04:47] <Colourless> hmmm, it shouldn'be doing that
[14:07:12] <wjp> is the 'lhand' slot left on screen?
[14:07:37] <Colourless> exult is stupid. :) we have the weapon hands the wrong way round
[14:10:36] <wjp> yeah, we do :-)
[14:11:19] <wjp> ...which makes IsObjectAllowed return true for the 2H sword in the left (onscreen) hand...
[14:11:37] <Colourless> yeah, i just thought of that
[14:11:42] <Colourless> which is wrong
[14:12:05] <wjp> the wep2h && spots[rhand] check should be there too, I guess
[14:12:46] <wjp> that function is becoming quite convoluted :/
[14:12:55] <Colourless> yeah it is
[14:14:31] <Colourless> i might rewrite it a bit. it's gotten a bit out of hand and may even have code that never gets called
[14:15:08] <wjp> find_best_spot and add_readied seem to be doing some things double, too
[14:16:10] <Colourless> yeah they do a bit.
[14:16:29] <wjp> I think the cleanest would be a function fits_in_spot() which, well, checks if something fits in a spot :-)
[14:16:56] <wjp> , which would include checks for 2H weapons, etc...
[14:18:28] <Colourless> perhaps... but find_best_spot is somewhat required by add function.
[14:18:49] <wjp> true
[14:20:03] <wjp> add_readied could go something like:
[14:20:30] <wjp> if (!fits_in_spot(....)) index = find_best_index();
[14:20:54] <Colourless> yeah, that would work a charm
[14:21:21] <wjp> with find_best_index() something like (for each object type):
[14:21:40] <wjp> if (fits_in_spot(preferred_spot)) return preferred_spot;
[14:21:49] <wjp> if (fits_in_spot(alternate_spot)) return alternate_spot;
[14:21:50] <wjp> etc...
[14:21:51] <Colourless> find_best_spot already works properly
[14:22:16] <Colourless> the fits_in_spot needs to go something like this
[14:22:33] <wjp> yeah, but most code in find_best_spot is actually testing if it fits
[14:23:16] <Colourless> hmm, true
[14:24:28] <Colourless> anyway about how fits_in_spot needs to be
[14:25:12] <Colourless> inputs should probably be the spot, the object, and if it is 2 handed
[14:25:32] <wjp> (or 2 fingered)
[14:25:45] <Colourless> ah yeah, that too, almost forgot
[14:26:00] <wjp> (stupid BG gauntlets :/ )
[14:26:30] <Colourless> can't we just hack bg apart :)
[14:28:09] <wjp> tempting :-)
[14:29:01] <Colourless> ok, I'm working on a fits in spot code here
[14:29:40] <Colourless> this code fragement should work
[14:29:40] <Colourless> if (twohands && spot == rhand)
[14:29:40] <Colourless> return false;
[14:29:40] <Colourless> else if (twohands && spot == lhand && (spots[rhand] || spots[lhand]))
[14:29:40] <Colourless> return false;
[14:30:43] * wjp nods
[14:31:13] <Colourless> i've changed it already anyway. I added a check in first to check if the slot is already occupied.
[14:31:41] <wjp> that's probably a good idea to check for :-)
[14:38:51] <wjp> I got those savegame Stiofain [sic] mentioned on JackChaos btw
[14:39:06] <wjp> _thousands_ of framenum >= num_frames errors
[14:39:22] <Colourless> that's very bad
[14:42:50] * InuYasha makes toilet flushing sound.
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[14:49:10] <Colourless> ok, i think i've got a good function. Want to check it out for me?
[14:49:16] <wjp> sure
[14:49:20] <Colourless> here goes
[14:49:23] <Colourless> bool Actor::fits_in_spot (Game_object *obj, int spot, bool req2h, bool req2f)
[14:49:24] <Colourless> {
[14:49:24] <Colourless> // If occupied, can't place
[14:49:24] <Colourless> if (spots[spot])
[14:49:24] <Colourless> return false;
[14:49:24] <Colourless> // If want to equid 2h or a 2h is already equiped, can't go in right
[14:49:26] <Colourless> else if ((req2h || two_handed) && spot == rhand)
[14:49:28] <Colourless> return false;
[14:49:30] <Colourless> // If want to equid 2f or a 2f is already equiped, can't go in right
[14:49:32] <Colourless> else if ((req2f || two_fingered) && spot == rfinger)
[14:49:34] <Colourless> return false;
[14:49:36] <Colourless> // Can't use 2h in left if right occupied
[14:49:38] <Colourless> else if (req2h && spot == lhand &&
[14:49:41] <Colourless> // Can't use 2h in left if right occupied
[14:49:42] <Colourless> else if (req2h && spot == lhand && spots[rhand])
[14:49:44] <Colourless> return false;
[14:49:46] <Colourless> // Can't use 2f in left if right occupied
[14:49:48] <Colourless> else if (req2f && spot == lfinger && spots[rfinger])
[14:49:50] <Colourless> return false;
[14:49:52] <Colourless> // If in left or right hand allow it
[14:49:54] <Colourless> else if (spot == lhand || (spot == rhand && !))
[14:49:56] <Colourless> return true;
[14:49:58] <Colourless> // Lastly if we have gotten here, check the paperdoll table,
[14:50:00] <Colourless> return Paperdoll_gump::IsObjectAllowed (obj->get_shapenum(), obj->get_framenum(), spot);
[14:50:02] <Colourless> }
[14:50:12] <Colourless> grrr, didn't paste properly. i think you'll notice where things kind of screwed up
[14:51:23] <Colourless> also, ignore my typos/spelling errors (such as equid) :)
[14:52:35] <wjp> should the belt/behind back stuff for BG go in here too?
[14:53:04] <Colourless> I wasn't going to put it in there, but I could.
[14:53:19] <Colourless> in fact, I will put it in
[14:53:52] <wjp> one other weird thing: what is the function Belt_okay() doing in actors.cc?
[14:55:09] <Colourless> it's ye olde code that was used when there wasn't paperdolls
[14:55:27] <wjp> ah, I see
[14:56:03] <wjp> what comes after "if (spot == lhand || (spot == rhand && !" ?
[14:56:23] <wjp> !two_handed?
[14:56:30] <Colourless> there are two repeated lines there.
[14:56:38] <Colourless> i repasted the line and it's comment
[14:57:14] <wjp> no, the "If in left or right hand allow it" line
[14:57:30] <Colourless> oh yeah
[14:58:03] <Colourless> it should just be else if (spot == lhand || spot == rhand)
[14:58:18] <Colourless> i move the twohanded equiped check
[14:58:21] <wjp> yeah, !two_handed is already caught
[14:59:15] <wjp> ok, I think it covers everything
[15:00:26] <Colourless> not quite everything. Spells can be place in the belt slot, I need to code that check in and it's game specific. the belt_ok func did that before
[15:01:41] <wjp> what class of objects is 'spells'? the things mages carry or things like spellbook/scrolls?
[15:02:06] <Colourless> the things mages carry
[15:03:14] * wjp is taking a peek at the "ships hold too small" bug
[15:03:34] <wjp> the hold can't even take a dagger... maybe 0 volume means unlimited
[15:04:25] <Colourless> i would guess it does
[15:05:14] <wjp> ...but it appears that we already interpret it that way...
[15:08:35] <wjp> ah.. but not everywhere :-)
[15:13:58] <wjp> and another bug bites the dust
[15:30:43] <wjp> SF seems to be having some trouble
[15:32:34] <Colourless> you relise that the find_best_spot function doesn't really get that much of a help from the fits_in_spot function
[15:32:53] <wjp> it doesn't?
[15:35:27] <Colourless> no, not really
[15:35:31] <Colourless> it's all kind of a mess
[15:36:00] <Colourless> that is because there are 2 way to check to see if an item can at all fit in a spot.
[15:36:39] <Colourless> the first is via the paperdoll table, the other is via the Shape info ready type.
[15:38:10] <wjp> causing huge switches :/
[15:38:21] <Colourless> yeah
[15:38:49] <Colourless> there are lots of things like this
[15:38:49] <Colourless> case head_armor:
[15:38:49] <Colourless> return !spots[head] ? head : free_hand();
[15:39:26] <Colourless> and using fits_in_spot isn't going to make it much simpler
[15:39:40] <wjp> it should at least get rid of the 2-line if's
[15:40:15] <wjp> and make it more readable/transparent
[15:49:43] * Colourless is thinking
[15:50:36] <Colourless> do you think is it safe to assume that all equipable items are in the paperdoll table? As far as I can tell, I've added them all
[15:51:14] <mrod> i'm going for now, see you later
[15:51:17] <wjp> bye
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[15:51:42] <Colourless> because we wouldn't really need the switch then if i just use the paperdoll call instead
[15:52:16] <wjp> hmm
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[15:53:41] <Colourless> your opinion?
[15:54:21] <wjp> is there a function that returns where an object would fit, or would you just iterate over all spots?
[15:54:46] <Colourless> there isn't a function that does that
[15:55:05] <Colourless> the huge switches do that
[15:55:36] <Colourless> i could put in some ifs though, so that only items of certain types will make a call to fits_in_spot
[15:57:07] * wjp tries to picture how that would work
[15:57:09] <Colourless> something like if (type == head_armor && fits_in_spot (objs, head, false, false, false)) return head
[15:57:56] <Colourless> IMO it would be marginally better than the switches
[15:58:33] <wjp> hmm
[15:59:43] <Colourless> or we could just make a first preference array for each of the object types
[16:00:16] <wjp> possible too
[16:00:41] <Colourless> or a function that does the same thing. Either would do
[16:01:26] <wjp> then it would be: check preferred place, check storage, check hands, or something
[16:01:35] <Colourless> yeah
[16:01:56] <Colourless> maybe a check alternate place as well (for rings)
[16:03:59] <wjp> so that would be first a switch that sets 'preferred' and 'alternate', and after that a couple of checks
[16:04:25] <Colourless> yeah, something like that
[16:04:31] <wjp> (or rather one switch for BG and one for SI)
[16:05:04] <Colourless> yeah
[16:07:10] <Colourless> i'm thinking, should fits_in_spot take in 3 bool values (bool req2h, bool req2f, bool is_spell) or just one enum that specifies the type?
[16:07:29] <Colourless> only one of them will ever be set at any one time
[16:08:16] <wjp> I guess an enum would provide cleaner calls
[16:08:35] <Colourless> yeah.
[16:12:10] <Colourless> ok, done that
[16:13:11] <Colourless> I'm going to make a function that returns the prefered, alternate slots, and also the type because that info is needed in more than one place
[16:13:55] <wjp> type == 2h, 2f, spell, other?
[16:14:15] <Colourless> yeah, that's pretty much it
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[16:57:18] <wjp> I wonder what they're doing at sourceforge
[16:57:46] <wjp> I got errors ranging from "connection refused" to "unable to connect to DB" to "404"
[16:57:56] <Colourless> hmm
[16:58:54] <wjp> oh, topic from #sourceforge: SourceForge.net web site (not services) offline; system administrators working on issue (minor outage)
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[16:59:13] <wjp> hi
[16:59:21] <mrod> cheers
[16:59:21] <Colourless> hi
[16:59:26] <Colourless> i think that might explain it
[17:31:23] <mrod> a pity that the info about exult on happypenguin.org is very outated (ten months)
[17:32:00] <mrod> or is that the creation date ?
[17:32:36] <wjp> no, exult is much older than that
[17:33:02] <wjp> it does list the newest version as 0.92, though
[17:33:03] <mrod> it says "Submitted by Tristan Tarrant on 2000-08-28."
[17:33:49] <wjp> bbl, dinner
[17:34:06] <Colourless> ok
[17:35:58] <Colourless> i'll think i'll get some food too
[17:50:51] * Colourless is back
[18:02:16] * wjp is back, too
[18:06:18] <wjp> how's the paperdoll stuff going?
[18:06:34] <Colourless> i think it's finished.
[18:06:37] <Colourless> just compiling
[18:08:46] * mrod is going to have dinner now instead, see you later
[18:08:59] <-- mrod has left #exult
[18:11:25] <wjp> I fixed another bug btw... in the 'gibberish' (copy protection failed in SI) there was an occasional '0' in front of text, so I made adding a '0' to a string do nothing
[18:12:04] <wjp> I just hope that doesn't break anything else
[18:12:11] <Colourless> i wouldn't think so
[18:12:25] <wjp> otherwise we might have to create a special 'uninitialized' type
[18:12:47] <Colourless> hehe
[18:13:08] <wjp> (currently everything is inited to the integer 0)
[18:14:27] <Colourless> I would imagine that integer 0 in USECODE would be the same as NULL or 0 in C
[18:14:39] <wjp> yeah, probably
[18:17:23] <Colourless> lets see if this works :)
[18:18:50] <Colourless> well, it's fixed the put sword2h in 'left' hand when weapon1h is in 'right' hand bug
[18:19:18] <wjp> that's good
[18:19:47] <wjp> is the weapon hand now the 'left' hand, btw?
[18:20:01] <Colourless> it's always been the 'left' hand
[18:20:07] <Colourless> that is lefFIS_2Finger
[18:20:13] <Colourless> opps
[18:21:06] <Colourless> hmm. this is interesting. exult doesn't seem to care if an item can actually go in a spot or not. I can equip the dagger anywhere
[18:21:39] <wjp> hmm, weird
[18:21:57] * Colourless looks for the problem
[18:22:22] <Colourless> opps. :)
[18:22:27] * Colourless found the problem
[18:22:35] <wjp> hehe :-)
[18:25:45] <Colourless> time to check again
[18:26:19] * wjp is confused
[18:26:28] <wjp> I'm looking into the 'can enter cube without helmets' bug
[18:26:28] <Colourless> explain
[18:26:46] <wjp> it seems the only thing blocking entrance into the cube is flag 5
[18:27:00] <wjp> specifically: unset = enter, set = blocked
[18:27:17] <wjp> and it's unset at the start
[18:28:26] <Colourless> that is kind of wierd
[18:38:27] <wjp> ah... that flag is set when you destroy the generator
[18:39:13] <wjp> maybe you could enter in the original too, but were just killed long before you reached it
[18:39:23] <Colourless> that maybe how it was
[18:46:08] <Colourless> paperdoll stuff finally seems to be working properly
[18:46:14] <Colourless> i really mean it this time as well :)
[18:46:22] <wjp> :-)
[18:46:51] <wjp> easier to read too, I take it?
[18:46:57] <Colourless> yeah
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[18:47:51] <mrod> hello re-again-again.
[18:47:57] <wjp> :-)
[18:47:58] <wjp> hi
[18:48:08] <Colourless> Belt_okay can now be removed as well :)
[18:48:53] <wjp> nice :-)
[18:54:31] <Colourless> i modified a total of 2 files
[18:54:42] <wjp> wow :-)
[18:54:49] <wjp> including ChangeLog? ;-)
[18:56:01] <Colourless> no
[19:01:41] <Colourless> committed
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[19:03:47] --> mrod has joined #exult
[19:03:57] * mrod loves when connection suddenly drops dead.
[19:15:51] * wjp finishes rebuilding
[19:24:25] <wjp> ok, everything seems to be working :-)
[19:27:38] * wjp commits too
[19:29:17] <wjp> btw, do we have a global-flag list anywhere?
[19:29:48] <Colourless> not that I know of
[19:31:12] <Colourless> these are the only ones known that I know of (from BG)
[19:31:13] <Colourless> enum Global_flag_names {
[19:31:13] <Colourless> did_first_scene = 0x3b, // Went through 1st scene with Iolo.
[19:31:13] <Colourless> have_trinsic_password = 0x3d,
[19:31:13] <Colourless> found_stable_key = 0x48,
[19:31:13] <Colourless> left_trinsic = 0x57,
[19:31:15] <Colourless> avatar_is_thief = 0x2eb
[19:31:17] <Colourless> };
[19:32:02] <wjp> and 0x05 is destroyed_cube :-)
[19:33:32] <mrod> !
[19:33:42] <mrod> avatar_is_thief :-D !
[19:33:48] <wjp> :-)
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[20:27:49] <Colourless> found any problems yet???
[20:30:03] <wjp> no, seems to work perfectly :-)
[20:30:21] <Colourless> good
[20:30:41] <wjp> what's the english term for one of those years in which february has 29 days?
[20:30:45] <wjp> leap year?
[20:30:54] <Colourless> yep
[20:31:22] <wjp> university project again
[20:31:24] <wjp> *sigh*
[20:31:49] <wjp> somehow I always seem to end up rewriting parts of what others have written :/
[20:32:00] <wjp> large parts, even :-)
[20:32:27] <Colourless> taking on the Game_window breakup project are you ?
[20:32:33] <Colourless> :-)
[20:33:30] <wjp> hehe :-)
[20:33:53] <wjp> nah, just rewriting some highly intolerant parsing functions
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[21:12:03] <wjp> hmm, the SS maze is behaving a bit strange
[21:12:49] <wjp> when you move close to the exit is sometimes thinks you are re-entering the current room
[21:14:11] <wjp> s/is/it/
[21:16:13] <matt0> cool
[21:16:20] <matt0> I've never played SS
[21:16:31] <matt0> if you've got that far, progress is indeed being made!
[21:17:07] <wjp> the maze is not that far :-)
[21:19:58] <matt0> DOH!!! hehe
[21:20:46] <wjp> hmmm... keyring doesn't seem to work yet
[21:23:22] <wjp> secret passage in iron maiden doesn't work either
[21:23:25] <wjp> endless loop :/
[21:25:33] <wjp> Colourless: what do you think about an 'autosave' feature?
[21:26:02] <wjp> (or anyone else?)
[21:27:19] <mrod> one problem i've noted is that even, say, alligators, are able to hit and damage party members while on the carpet (and the carpet is raised)
[21:27:34] <matt0> autosave?
[21:27:38] <matt0> such as when you enter a new area?
[21:27:50] <wjp> mrod: yeah, there's no height-checking whatsoever in combat :-)
[21:27:54] <mrod> wjp: i think it's not a bad idea
[21:27:57] <wjp> you can hit enemies right through roofs :-)
[21:28:08] <mrod> :-D
[21:28:14] <wjp> I was thinking every couple of minutes or so
[21:29:11] <mrod> yes, i think it'd be nice to put that kind of feature along with the quick save. it'd be also useful for that damn times when power fails
[21:29:43] <mrod> i also guess it's not hard to implement
[21:33:08] <mrod> or maybe should i have said `alongside' ?
[21:44:32] <mrod> great ! i see that thou didst already implement the right reaction for using used (!) diapers against other people ^_^ !
[21:44:55] <wjp> we did?
[21:45:14] <wjp> oh right, I vaguely remember something about that
[21:46:09] <mrod> yes, that guy in the prison just screamed "To Battle!" as soon as i've done it :-)
[21:48:58] <wjp> Colourless: did you or Jeff ever get around to removing all NPCs > 200-something?
[21:49:26] <Colourless> i'm not sure. i know jeff did something
[21:49:43] <wjp> there's a lot of real SI NPCs after that
[21:50:09] <wjp> there's just a gap, somehow
[21:50:15] <Colourless> there are?
[21:51:37] <wjp> and the SS NPC's seem to be implemented differently
[21:52:15] <wjp> 277 = Smith, 280 = LB, etc...
[21:52:29] <wjp> the banes are in there too
[21:52:43] <Colourless> 256+ are type 2 npc's
[21:52:48] <wjp> type 2?
[21:52:57] <Colourless> yeah, there are two types, type 1 and type 2
[21:53:55] <wjp> what's the difference?
[21:54:20] <Colourless> i don't actually know.
[21:55:10] <wjp> hmm, the silver seed npcs disappear after you talk to them and leave the area
[21:55:29] <Colourless> usecode generated?
[21:55:35] <wjp> don't know
[21:56:36] <wjp> your NPC tool shows '-1' as npc number
[21:56:56] <wjp> there are no monster/usecode eggs in the neighbourhood
[21:57:03] <Colourless> that's either a monster or usecode generated
[21:57:51] <wjp> correction: you don't even need to talk to them
[21:58:05] <wjp> they just disappear after the first time you're in the area
[22:02:18] <matt0> either of you know where I can read up on algorithms for scaling images to arbitrary sizes?
[22:02:31] <wjp> matt0: no, sorry
[22:02:32] <matt0> (and arbitrary proportions)
[22:02:45] <Colourless> no
[22:02:46] <matt0> doh
[22:03:58] <wjp> when loading the game I get: Creating woman, shape = 1015, frame = 48, usecode = 1015
[22:04:03] <wjp> which is the SS mage
[22:04:16] <wjp> and one more for the other person there I didn't meet yet
[22:06:10] <wjp> ...which hardly means anything, I guess
[22:17:21] <wjp> NPC's are created when you stop talking to Karnax after getting the amulet
[22:26:44] <wjp> hmm... flag 18 is set for each of those NPC's
[22:26:58] <wjp> which we currently guess as okay_to_move
[22:27:32] <wjp> I wonder if that instead means 'persist' or 'don't swapout'
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[22:29:10] * mrod goes ... to rest, and heal, so that.. ok, mrod just goes =)
[22:29:14] <wjp> :-)
[22:29:16] <wjp> see you later
[22:29:25] <mrod> bye
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[22:36:31] <wjp> hmm, no, flag 18 is specifically cleared for those NPCs
[22:56:19] <wjp> well, checking for flag 18 before swapping out obviously works for SS npcs, but breaks tons of other things :/
[23:01:41] <wjp> maybe that flag should be on by default or something
[23:29:18] <wjp> hmmm... it's getting a bit late again
[23:29:21] <wjp> time for bed
[23:29:23] <wjp> g'night
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