#exult@irc.freenode.net logs for 27 Oct 2001 (GMT)

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[06:09:33] --> ShadwChsr has joined #exult
[06:09:43] <ShadwChsr> hi
[06:11:20] <ShadwChsr> anyone here? :)
[06:12:16] <matto> yep
[06:12:21] <matto> I'm always here!
[06:12:26] <matto> keeping the hope alive
[06:12:37] <ShadwChsr> Exult dying or something?
[06:13:35] <matto> dying?
[06:13:38] <matto> what gave you that idea?
[06:13:53] <matto> oh because of my statement? hehe
[06:13:58] <matto> no .. I was just kidding
[06:14:00] <matto> exult is alive and well
[06:14:05] <ShadwChsr> ;)
[06:14:18] <ShadwChsr> Do you program for the project?
[06:14:30] <matto> no
[06:15:55] <ShadwChsr> why not? :)
[06:17:17] <ShadwChsr> groupie? :)
[06:20:00] <matto> yeah.. groupie..
[06:20:01] <matto> hehe
[06:20:17] <matto> and not a very faithful one either.. I haven't tried exult in a month or two
[06:21:28] <ShadwChsr> bored? :) Im in search of coding advice
[06:22:03] <matto> alright
[06:22:15] --- matto is now known as cheshirecat
[06:22:29] <cheshirecat> let's hear it
[06:23:59] <ShadwChsr> Your not a coder though ;)
[06:24:27] <cheshirecat> what makes you think that?
[06:24:36] <ShadwChsr> ok, I take that back ;)
[06:24:40] <ShadwChsr> In a weird mood tonight
[06:24:48] <cheshirecat> I'm not an exult coder
[06:24:52] <cheshirecat> but I definitely am a coder
[06:24:55] <ShadwChsr> Im working on an engine (yes, yes, me and every other programmer in the world)
[06:25:01] <ShadwChsr> but humour me anyhow ;)
[06:25:15] <cheshirecat> humour?
[06:25:24] * cheshirecat notices that ShadwChsr does not live in the USA
[06:25:27] <ShadwChsr> oh you only speak american
[06:25:29] <ShadwChsr> ;)
[06:26:02] <ShadwChsr> Though.. to be fair half of my words are US style too ;)
[06:26:27] <cheshirecat> anyway ... so you're working on an engine
[06:26:45] <ShadwChsr> The system uses multi-sized isometric tiles. Its probably better to go the ultima-online route and have all the tiles the same sized "chopped up into bite size chunks", but the source tilesets im using have different sized tiles
[06:26:54] <ShadwChsr> so.. why not write the engine the same way as those tiles ;)
[06:27:23] <ShadwChsr> I got pathfinding and that sort of thing working, but right now im just marking the tile as blocked where its positioned
[06:27:28] <cheshirecat> isometric, eh?
[06:27:30] <ShadwChsr> how do I 'block' larger tiles?
[06:27:31] <ShadwChsr> yeah
[06:27:41] <cheshirecat> I don't think everyone programmer is working on an isometric engine :)
[06:27:45] <ShadwChsr> so say, i have a tile thats twice as large as normal, and i want to block half of it
[06:28:03] <ShadwChsr> yeah their working on 3d - but i know i'll fail at that, so i might as well fail at something easier ;)
[06:28:13] <ShadwChsr> though, to be fair to myself, i've gotten pretty far ;)
[06:30:02] <cheshirecat> what do you mean you want to block half of it?
[06:30:57] <ShadwChsr> well, blocking as in "cant walk there"
[06:31:50] <ShadwChsr> "large" tiles are placed into the normal tile-space... so they really only "exist" on one small tile, they sort of 'overlap' so to speak if you were to place tiles underneath next to it
[06:32:13] <ShadwChsr> For those large tiles, I still need to stop the player from walking through them in the areas other than the initial position
[06:32:39] <ShadwChsr> sorta like ultima 7... you can have an item like a chair, then something larger like a wall... even through they're different sizes, you still cant walk through either ;)
[06:32:51] <ShadwChsr> they have some functionality that compensates for the larger wall
[06:32:55] <ShadwChsr> I have no idea how to code that
[06:33:20] <cheshirecat> ah
[06:33:36] <cheshirecat> I think I understand what you're asking
[06:33:43] <cheshirecat> unfortunately I haven't given the subject much thought :)
[06:37:38] <ShadwChsr> darn ;)
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[08:17:19] <-- cheshirecat has left IRC (Play Dragon's Lair in linux - http://www.daphne-emu.com - Developers welcome :))
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[08:34:22] <-- matto has left IRC (Play Dragon's Lair in linux - http://www.daphne-emu.com - Developers welcome :))
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[17:10:10] <fingolfin> hi
[17:10:15] <Colourless> hi
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[18:42:23] <ShadwChsr> hi ;)
[18:42:31] <Colourless> hi
[18:43:49] <ShadwChsr> I had this question last night but mabye you can help :)
[18:43:55] <ShadwChsr> Whats a good way of implementing tile blocking?
[18:44:05] <Colourless> what?
[18:44:21] <ShadwChsr> well, as in programming ;)
[18:45:21] <Colourless> yeah but what do you mean tile blocking
[18:46:32] <ShadwChsr> "Tiles" you cant walk over
[18:46:40] <ShadwChsr> walls, chairs, tables, trees, etc
[18:47:02] <ShadwChsr> Its easy to do if all your tiles are the same size - you just put a boolean or a flag for that tile saying its blocked
[18:47:10] <ShadwChsr> what about larger sized tiles? like walls?
[18:47:28] <Colourless> you can make the walls take up multiple tiles
[18:48:05] <ShadwChsr> Right now, I draw tiles based on a middle-left co-ordinate, so "large" tiles roughly draw in the right order
[18:48:35] <ShadwChsr> I just wonder how other games do it... Cut up the tiles into the single size? make a large tile with some sort of way of storing the blocking?
[18:51:54] <Colourless> tile sorting for drawing is quite complex really. there isn't just a simple way to do things.
[18:55:29] <Colourless> if you are wanting to block for colision detection, assuming you are using a strict tile based engine, is just to 'break' up the larger objects take up more than one tile
[18:56:08] <ShadwChsr> so, make seperate tiles?
[18:56:23] <ShadwChsr> I know Red Alert 2 and Ultima Online do this.. it just seems so.. low tech and a pain in the butt almost
[18:57:59] <Colourless> low tech perhaps, but it's fast, and simple
[18:58:25] <Colourless> your alternative is to do things in full 3d and that just adds complexity you don't want
[18:58:45] <ShadwChsr> What do I do for large objects though?
[18:59:00] <ShadwChsr> Some way of binding them together, as a tile-template or something?
[19:00:16] <Colourless> a tile template would probably work well, but I don't know the specifics of your engine
[19:00:39] * ShadwChsr nods
[19:01:14] <Colourless> or your game
[19:02:02] <ShadwChsr> What does ultima 7 use?
[19:03:43] <Colourless> ultima vii has 3d tiles. each shape is just assigned a volume of tiles that it occupies (x,y,z)
[19:05:12] * ShadwChsr nods
[19:06:47] <Colourless> the volume is just specified with the dimentions of the volume. In serpent Isle some of the more complex fences that didn't have regular height were constructed with shapes with varing heights
[19:13:01] --> mrod has joined #exult
[19:13:12] <mrod> hello :-)
[19:13:18] <Colourless> hi
[19:13:31] <mrod> howdy
[19:16:05] <mrod> trying to make install i get "/usr/bin/install: cannot stat `SDLMain.nib/*.nib': No such file or directory" :\
[19:16:14] <mrod> (compilation goes ok)
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[19:16:37] <Colourless> you have sdl?
[19:17:02] <mrod> yes, libsdl1.2 and libsdl1.2-dev
[19:17:50] <Colourless> well, I can't really help you. linux compiling (i assume this is what you are doing) is not something i do
[19:17:54] <mrod> i'm running a debian woody system, and cvs exult, just updated
[19:18:29] <mrod> Colourless: thank you nevertheless :-). i'll ask to someone else
[19:18:57] <mrod> it's been a while since i tried exult last time, now i can't wait to see latest improvements :-)
[19:21:01] <Colourless> k
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[20:47:00] <-- matto has left IRC (Play Dragon's Lair in linux - http://www.daphne-emu.com - Developers welcome :))
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[21:21:23] <-- matto has left IRC (Play Dragon's Lair in linux - http://www.daphne-emu.com - Developers welcome :))