#exult@irc.freenode.net logs for 28 Jan 2003 (GMT)

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[01:31:27] <`daniel> servus
[01:31:31] <`daniel> how are things
[01:34:08] <Servus> hiya
[01:34:09] <Servus> they are well
[01:34:39] <`daniel> how's uw2 remake project going?
[01:34:45] <Servus> working more on my own private programming than UW modelling... not until i get someone to ask me for more :P
[01:34:47] <`daniel> still concentrating on all those fine details
[01:34:55] <`daniel> hehe
[01:34:58] <`daniel> damn that fireplace
[01:35:00] <`daniel> !!
[01:35:04] <Servus> fireplace?
[01:35:07] <`daniel> I just want the shading to be right!
[01:35:07] <Servus> want me to make you one? :)
[01:35:17] <`daniel> nah it's what you were wworking on last time i was here
[01:35:26] <Servus> ive never worked on a fireplace :P
[01:35:30] <`daniel> yeh you did
[01:35:34] <Servus> nah uh!
[01:35:34] <`daniel> in LB's castle
[01:35:41] <`daniel> dude, I know what I heard
[01:35:45] <Servus> i mentioned it i believe
[01:35:47] <Servus> nah nah nah :P
[01:35:55] <`daniel> you were working on a fireplace, and that is final!
[01:35:58] <`daniel> OKAY!?
[01:36:00] <`daniel> RIGHT!
[01:36:11] <`daniel> -end of conversation-
[01:38:07] <Servus> okay...
[01:38:17] <Servus> so hows the fireplace youre working on going?
[01:39:32] <Servus> :-)
[01:39:36] <`daniel> its good
[01:39:44] <`daniel> I've finished the static flames for now
[01:40:01] <`daniel> gonna work on the animation once I make the brass finish just right
[01:40:06] <Servus> really?
[01:40:11] <Servus> effective brass = environmental map
[01:40:16] <`daniel> yah
[01:40:25] <`daniel> but I'm looking for a particular shade
[01:40:58] <Servus> just a sec daniel
[01:41:29] <Servus> i can get you a cool texture for it :-)
[01:41:48] <`daniel> hey
[01:41:51] <`daniel> im only kidding :P
[01:42:01] <Servus> really?
[01:42:04] <Servus> bah you suck!
[01:42:05] <`daniel> thought I'd play along with your rouse
[01:42:09] <`daniel> heh
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[01:43:19] <`daniel> jerbear
[01:43:24] <`daniel> greetings
[01:43:38] <Servus> h'lo
[01:45:13] <jerbear> hola
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[08:17:04] <Servus> awww, how cute, look at the little IRC'ers dance and frollick
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[08:42:19] * Darke ponders dancing and frollicking.
[08:47:11] * Servus ponders it
[08:55:54] * Servus 's head explodes for overly exuberant pontification
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[11:07:47] <Colourless> hi
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[11:43:03] <Colourless> hellloooo Darke.... wake UP!
[13:18:45] <Colourless> :-P
[13:29:03] * Darke yawns. You rang?
[13:29:46] <Colourless> hell yes
[13:30:05] <Darke> And yes, I was asleep for a bit. One of those long days at work. *Grin*
[13:31:13] <Colourless> :-)
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[16:38:34] <wjp> hi
[17:06:12] <jer|w0rk> ahoy
[20:07:03] <Matt_O> hi
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[20:21:38] <ShadwChsr> hail exultians
[20:21:45] <wjp> hi
[20:22:06] <wjp> or 'hail, chaser of shadows', or something :-)
[20:22:39] <ShadwChsr> question: Why cant I do this.... ChildClass:ChildClass() : BaseClass(), if BaseClass is an abstract class? It can still have functions that aren't overrriden, so what gives?
[20:23:26] <ShadwChsr> I have the code that initializes the variables for BaseClass in BaseClass:BaseClass()
[20:25:49] <wjp> hm, that should work
[20:26:59] <wjp> and it does work here
[20:27:22] <wjp> C++, btw?
[20:27:33] <ShadwChsr> Yeah
[20:27:39] <wjp> oh, you need a double colon, btw
[20:28:02] <ShadwChsr> It gives me the error "cannot initialize abstract class" or something like that
[20:28:24] <ShadwChsr> where?
[20:28:28] <wjp> did you provide implementations for all abstract methods?
[20:28:39] <wjp> ChildClass::ChildClass, BaseClass::BaseClass
[20:28:46] <ShadwChsr> yes, because if I remove the base initializer, it works fine
[20:28:56] <ShadwChsr> (ugh my terminology is rusty ;P)
[20:29:00] <ShadwChsr> with a comma??
[20:29:59] <ShadwChsr> ObjectItem::ObjectItem(ResourceFile *SourceResourceFile, long ItemPosition, bool Load) : ResourceItem(SourceResourceFile,ItemPosition,false) <- thats how I've always done it
[20:30:10] <ShadwChsr> ChildClass::ChildClass() : BaseClass()
[20:31:03] <ShadwChsr> sorry about my earlier code mistake ;)
[20:31:20] <ShadwChsr> oookay, now it works, LOL
[20:31:49] <ShadwChsr> ahhh there we go
[20:32:14] <ShadwChsr> the second I add code into Entity::Entity() { } , it gives me a runtime error when doing a "new Entity_Object()"
[20:32:27] <ShadwChsr> "Debug Error! - Pure virtual function call"
[20:33:19] <ShadwChsr> except, its not, obviously ;P
[20:33:32] <ShadwChsr> also encountered another weird issue
[20:33:48] <ShadwChsr> if I add a void Clear() to both classes (neither virtual), and put it into "Protected:"
[20:34:31] <ShadwChsr> if I do a ((BaseClass *)this)->Clear();, it gets upset because it's not public - correct me if im wrong, but doesn't protected mean child classes have access to it? :P
[20:34:40] <ShadwChsr> Dont really want to declare ClearBaseClass(); ClearChildClass(); ugh
[20:36:30] <wjp> you should call BaseClass::Clear()
[20:37:37] <ShadwChsr> Ahhhhhhhhh cool.. excellent :) Thanks :)
[20:37:56] <ShadwChsr> Is that what I should do then? Toss the varialbe initializers into a clear function and do it that way?
[20:38:26] <ShadwChsr> Seems like a hack, and I could run into trouble if it needs to execute constructor code as well (newing a pointer or something).. dont want it called twice in those cases
[20:39:37] <wjp> hm, I don't really see the 'pure virtual function call' problem
[20:40:46] <wjp> what exactly do you have when that happens?
[20:42:19] <ShadwChsr> test = new Entity_Object();
[20:42:47] <ShadwChsr> Entity_Object::Entity_Object() : Entity()
[20:42:47] <ShadwChsr> {
[20:42:48] <ShadwChsr> }
[20:43:17] <ShadwChsr> ahahahahahahahah
[20:43:25] <ShadwChsr> 8)
[20:43:26] <ShadwChsr> i got it
[20:44:02] <ShadwChsr> Entity::Entity() is calling Entity::CalculateCurrentBoundary() (non virtual), CalculateCurrentBoundary() is calling GetBoundary(), which is pure virtual
[20:44:36] <ShadwChsr> Entity_Object::Entity_Object() : Entity() means that the "Entity()" part of the object is constructed first, so it can't call the virtual functions yet
[20:44:39] <ShadwChsr> shesh lol
[20:48:12] <wjp> it's best not to call virtual functions in constructors, I guess :-)
[20:49:36] <ShadwChsr> evil copy & paste coder... bad coder no cookie
[20:51:12] <ShadwChsr> excellllennntttt
[20:51:18] <ShadwChsr> thanks!
[20:51:51] <ShadwChsr> sorry I'm always in here hassling you all ;)
[20:52:51] <wjp> heh, no problem :-)
[20:59:20] <ShadwChsr> now heres an implementation question
[21:00:02] <ShadwChsr> Should I have my "character" (monster/player/npc/animal)'s bounding box (for display sorting, collision detection) as part of the character itself, or the current animation & direction?
[21:00:31] <ShadwChsr> If it was part of the current animation & direction it could account for "non-square" characters, like dragons, where the direction it's facing matters
[21:00:48] <ShadwChsr> it just would be a LOT more complex doing it that way ;P
[21:09:31] <wjp> well, if the bounding box depends on anim/dir, it probably would be nice if it changes along with it
[21:10:57] <wjp> but with these things there is no single 'best' solution, unfortunately :-)
[21:12:22] <ShadwChsr> ;)
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