#exult@irc.freenode.net logs for 27 May 2013 (GMT)

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[16:03:07] <Dominus> Marzo!!!! hi
[16:04:05] <Marzo> Hi
[16:04:49] <Dominus> we sooooooo need your help :)
[16:05:23] <Dominus> analyzed it thoroughly but then are stuck...
[16:05:33] <Marzo> Thursday/Friday I will probably have the time I thought I had last week
[16:05:47] <Dominus> he he
[16:06:43] <Dominus> the most interesting thing are the egg controlled traps that never worked correctly or at all in Exult :)
[16:07:16] <Marzo> ?
[16:07:49] <Dominus> in the abandoned outpost is a room where energy barriers come up
[16:08:22] <Dominus> then a lot of poison traps and explosion shooters should start but they don't
[16:08:43] <Dominus> until you press buttons in a certain order
[16:09:32] <Dominus> the other instance is the altar of discipline. placing a quartz y-shape should disable the energy shooting serpent statue
[16:09:57] <Dominus> the egg gets deleted correctly but the trap is not disarmed
[16:11:19] <Dominus> there are in depth bug reports in the tracker with original savegames
[16:12:06] <Dominus> I'm just not able to get to the browser to look up the urls :)
[16:12:27] <Marzo> Everything in the bug tracker?
[16:12:46] <Dominus> yes, fairly new reports
[16:13:02] <Dominus> the abandoned outpost bug report is made by me
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[19:31:36] <Dominus> not that I'm in a hurry to ever get it done, but I wonder why we haven't been upgraded yet
[19:32:32] <wjp> long list of projects to upgrade probably
[19:32:48] <Dominus> true
[19:33:07] <Dominus> long list of projects to get angry :)
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[19:34:16] <Dominus> wjp, about the render/stack order, any ideas where to look for that kind of stuff?
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[19:37:21] <Dominus> hmm, shape 209 is in the data/si/shape_infot.txt in the usecode_events section
[19:37:43] <Dominus> something to wonder about :)
[19:38:03] <wjp> 209 = ?
[19:38:19] <Dominus> various quest items, including the y-shapes
[19:38:19] <wjp> you've caught me on a train again, so can't look at much
[19:38:25] <Dominus> he he
[19:38:36] <Dominus> then I'll bother you some other time
[19:38:44] <Dominus> enjoy your train ride :)
[19:38:56] <wjp> oh, it's not like I have anything else to do :-)
[19:39:14] <wjp> it's just that I don't have any game data lying around
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[19:42:34] <Dominus> so shape 209 has man quest items of SI, and frames 14-17 are the y shapes, with 17 being the depressions
[19:42:54] <Dominus> *many* quest items
[19:44:17] <Dominus> and that is of course in some parts of shape_info.txt
[19:44:37] <wjp> but I think Game_object::compare in objs/objs.cc is what determines render order
[19:44:56] <wjp> good luck if you decide to look :-)
[19:45:35] <Dominus> he he
[19:45:42] <Dominus> you know me
[19:46:01] <Dominus> I'm the master in understanding code, I will solve this puzzle in NO time
[19:46:29] <Dominus> no time means probably *never* in my mind :)
[19:47:05] <wjp> I suppose the first thing to do would be to find out how this function decides for these two objects
[19:47:40] <wjp> it has some debugging functionality it seems
[19:48:04] <wjp> but it doesn't look like that'll easily let you pick out the two 209's
[19:52:05] <wjp> although it seems pretty plausible that these objects will compare as "don't care"
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[19:53:49] <Dominus> I'll see whether something happens that I can decipher with define DEBUG_COMPARE....
[19:54:32] <wjp> if you know the exact positions of the Y-shapes, you may be able to find the relevant bits in the debug output
[20:03:06] <Dominus> phew that is *some* output...
[20:03:20] <Dominus> need to first get the exact positions :)
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[20:06:47] <wjp> bbl
[20:22:48] <Dominus> hmmm that is very inconclusive. since at the moment it gets dropped, the y shape and the depression have the same location :)
[20:30:24] <wjp> does it give the comparison result?
[20:31:12] <Dominus> I honestly can't decipher it
[20:32:30] <Dominus> I *think* the right output is http://pastie.org/7970653
[20:33:03] <Dominus> oh and xcmp = 0, ycmp = 0, zcmp = 0
[20:33:03] <Dominus> xover = 1, yover = 1, zover = 1
[20:33:55] <wjp> I think it needs a little more at the end
[20:34:11] <wjp> but let me double check that
[20:34:23] <wjp> ah, no, you're right
[20:34:33] <wjp> ok, so "don't care"
[20:35:07] * Dominus has no idea how wjp determines "don't care" :)
[20:35:30] <wjp> the "0" on the first line
[20:35:37] <Dominus> ok
[20:35:43] <wjp> (see the comment above Game_object::compare)
[20:36:02] <Dominus> right
[20:37:11] <Dominus> it seems to be the correct comparison, since it is the first time this coordinates are found to be compared to each other after placing the y-shape
[20:39:56] <Dominus> oh, what fun it is semi-randomly breaking stuff in objs.cc :)
[20:42:30] <wjp> I wonder if the original sorts them the same if you place the depression after placing the Y
[20:42:50] <Dominus> hmm, I can try
[20:43:47] <Dominus> in Exult, if I move the depression away, then place the y and then depression, the y is sorted top
[20:44:04] <Dominus> so it seems don't care sorts always old first
[20:44:16] <Dominus> now testing original
[20:45:43] <Dominus> no, original sorts last on top
[20:46:31] <Dominus> which makes sense
[20:47:21] <Dominus> it's perhaps really something we just never did right because you normally don't encounter placing an object on the exact spot of another one
[20:48:12] <wjp> right
[20:49:28] <Dominus> so we'd need another case in if (xover && yover && zover) { // Complete overlap?
[20:49:29] <Dominus> ?
[20:49:53] <wjp> well
[20:49:56] <Dominus> not that I understand most of it
[20:50:20] <wjp> it sounds like we may want to change what happens when adding a new object relative to a dont_care one
[20:50:27] <wjp> which would be outside of compare
[20:50:33] <wjp> somewhere :-)
[20:50:45] <Dominus> he he
[20:51:55] <Dominus> that would be drag.cc again, or *somewhere else* ?
[20:53:02] <wjp> I'm working on the chunks.cc hypothesis currently
[20:53:34] * Dominus pretends to know it all
[20:53:39] <Dominus> of course
[20:53:40] <Dominus> :)
[21:14:39] <wjp> yes, chunks.cc
[21:14:46] <wjp> we basically add new objects to the front of the queue
[21:20:40] <Dominus> so it gets rendered first and the old object last, thus the old one is on top?
[21:21:52] <wjp> it seems that way, yes
[21:23:27] <Dominus> mucking with chunks sounds a bit dangerous...
[21:23:57] <wjp> a bit
[21:24:04] <wjp> remember all those fun endless loops? :-)
[21:24:17] <wjp> guess where those were ;-)
[21:24:36] <Dominus> yeah, tried to forget those :)
[21:28:57] <Dominus> in void Map_chunk::add_dependencies
[21:29:28] <Dominus> there are only cases for -1 or 1 but not 0 (don't care)
[21:29:57] <wjp> yes
[21:30:09] <wjp> those dependencies would override the default order
[21:34:51] <Dominus> with desastrous results :)
[21:43:23] <Dominus> any idea?
[21:48:30] <wjp> nothing overly easy
[21:51:17] <Dominus> is void Map_chunk::add_dependencies the right place and could we add more arguments than just cmp == 0 to make this case more special and contained?
[21:52:45] <wjp> probably not
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