#exult@irc.freenode.net logs for 29 Jan 2001 (GMT)

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[02:22:16] --- ChanServ has changed the topic to: Exult, the open source Ultima 7 and U7 part 2 engine
[09:07:43] <-- Kirben has left IRC (System Meltdown)
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[12:40:13] <Colourless> hi
[12:40:23] <Nadir> hi
[12:51:52] <Nadir> ryan, have you had time to check bug http://sourceforge.net/bugs/?func=detailbug&bug_id=124373&group_id=2335
[12:52:16] <Colourless> looking at it now
[12:54:30] <Colourless> ok, i've looked at it and I can't really figure it out.
[12:57:44] <Nadir> What determines whether the NPC wields the weapon or not ?
[12:57:51] <Colourless> I have no idea
[12:57:58] <Colourless> that's the problem
[13:01:01] <Nadir> Maybe Jeff knows...
[13:02:28] <Colourless> maybe, but i don't think so.
[13:02:55] <Colourless> I have a few ideas of possible solutions, but I don't currently have the time to look at them
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[13:03:36] <TonyHoyt> Hello people. What's new?
[13:04:06] <Nadir> Discussing bug 124373
[13:04:22] <TonyHoyt> I'll look it up.
[13:05:09] <Colourless> when loading the objects from a container Exult discards 'zero byte' sized objects. I think that these zero sized objects might actually be place holders
[13:05:29] <Nadir> what for ?
[13:06:00] <TonyHoyt> Ahhh The Abbey Monk and his poisoned dagger.
[13:06:01] <Colourless> if you mean what are they place holders for, they are for empty equip slots
[13:06:34] <Nadir> ah, so the dagger should go into one of these slots ?
[13:08:44] <Colourless> yeah. If my theory is correct there should be a certain number of zero byte objects to use up the slots for everything before the belt slot that the dagger would go in. I of course haven't done any checking of this theory, but it sounds likely as there isn't any other way to determine slots as far as I can tell
[13:13:39] <Nadir> aha
[13:13:52] <Nadir> have you discussed this w/Jeff ?
[13:16:38] <Colourless> no, I haven't.
[13:33:54] <TonyHoyt> Are there some 0 byte objects scattered through the data files that you guys did not figure on before now?
[13:34:58] <Colourless> yes, I
[13:34:59] <Colourless> so
[13:35:18] <Colourless> hmm. that was meant to be "yes, I believe so"
[13:38:26] <TonyHoyt> *nods*
[13:39:09] <TonyHoyt> Basicly place holder stuff? Does the conversation tree with this character call a usecode that drops the placeholder object and replace it with the poison dagger?
[13:39:33] <Colourless> no, not at all.
[13:40:00] <Nadir> so, what happens ?
[13:40:43] <Colourless> this is what i tihnk happens...
[13:42:15] <Colourless> when the objects for a npc is saved the objects from each 'spot' are saved in a specific order. If a spot doesn't have an object in it a zero byte object is written to the save game file. When loading the game, the objects for each spot are read. a zero byte object is discarded and the loading routine continues to the next spot
[13:42:39] <Colourless> does that explain it well enough?
[13:42:42] <Nadir> ok
[13:42:59] <Nadir> and how does this relate to the dagger ?
[13:44:50] <Colourless> the dagger is supposed to be in the belt slot, however because exult has no idea what to do with 'zero byte' objects it just attempts to put in it the best place your a dagger... readied in the right hand. If exult read the zero byte objects it would realize that the hand was actually filled (with a zero byte object) and put the dagger in the belt slot
[13:45:17] <Colourless> once again it's just a theory
[13:48:08] <Nadir> maybe you should add these explanations to the bug db
[13:50:11] <TonyHoyt> *confused* But you said that the loading routen would discard the zero byte object. This after all the objects are loaded and the game is running, hence why you can have characters with daggers equiped but not at this time?
[13:52:57] <Colourless> the loading routine would remember which spot was listed to be filled.
[13:57:32] <Nadir> gotta go. bye.
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[13:57:36] <TonyHoyt> *nods* Okay. cool.
[13:59:33] <Colourless> good :)
[14:05:26] <TonyHoyt> It makes sence. Would be neat if someone translated this into some kind of npc editor then.
[14:06:51] <Colourless> a NPC editor would actually be very easy to make. Ideally you'd just want to be able to bring up any NPC's inventory, right?
[14:08:32] <TonyHoyt> Hmm Okay so ya, npc viewer perhaps is a better term. Along with backpack.
[14:14:16] <Colourless> easy to do. i'd do it right now, if i wasn't busy
[14:16:08] <TonyHoyt> *Grins* Ah well. Just babble from a exult user. *nods*
[14:30:32] <Colourless> :)
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[15:03:20] <TonyHoyt> bbl guys
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[19:55:46] <wjp> hey Max
[19:55:58] <Fingolfin> lo wjp
[19:57:04] <Fingolfin> hm... should I get "ST Voyager - Elite Force" or "Sin" or "Oni" or "Civ III" ? :)
[19:57:28] <wjp> haven't played any of those I'm afraid :-)
[19:58:19] <Fingolfin> <g>
[19:58:24] <Fingolfin> well the Oni demo played cool...
[20:07:35] <wjp> time for some more keybindings work...
[20:09:09] <wjp> here's the current framework:
[20:09:20] <wjp> typedef (void*)(int*) ActionFunc;
[20:09:24] <wjp> struct Action {
[20:09:24] <wjp> ActionFunc func;
[20:09:24] <wjp> int numparams;
[20:09:24] <wjp> string desc;
[20:09:24] <wjp> bool show;
[20:09:26] <wjp> bool cheat;
[20:09:27] <wjp> Exult_Game game;
[20:09:29] <wjp> };
[20:09:40] <wjp> Action ExultActions[] = { ... lots of actions ... }
[20:17:22] <Fingolfin> grm
[20:17:36] <Fingolfin> bool show; and bool cheat; ???
[20:18:03] <wjp> show = show in help list, cheat = in cheat list or in normal list
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[20:21:14] <Fingolfin> ah ok
[20:21:33] <Fingolfin> and... int numparams; ??
[20:22:11] <wjp> hmm... that's probably superfluous
[20:34:45] <wjp> ok, now I've got a keyactions.cc with 50 functions in it
[20:35:29] <wjp> (50 empty functions, currently :-) )
[20:42:40] <chimera|work> hey fellows =]
[20:42:48] <wjp> hi Matt
[20:42:53] <chimera|work> wookin hard?
[20:42:54] <chimera|work> =]
[20:43:10] * wjp is copy-pasting a _lot_ :-)
[20:43:52] <chimera|work> hmmm.. that sounds dangerous =]
[20:44:04] <chimera|work> what happened to functions and code re-use? hehe
[20:44:26] <wjp> oh, I'm just moving functions, not really copying
[20:45:16] <chimera|work> oh .. hehe
[20:49:08] <chimera|work> I heard that Serpent Isle's intro is coming along nicely
[20:49:53] <wjp> haven't tried it in a while :-(
[20:50:07] <chimera|work> nor have I
[20:50:08] <chimera|work> hehe
[20:51:39] <wjp> brb
[21:07:29] <wjp> b
[21:07:56] <chimera|work> ah ha
[21:13:02] <wjp> Max, I suppose I should map Meta to Alt on MacOS?
[21:13:16] <Fingolfin> yep
[21:16:00] <wjp> k, done
[21:16:14] <wjp> now I just need to implement another 35 functions... bah :-)
[21:16:19] <Fingolfin> hehe ;)
[21:16:55] <Fingolfin> I will go to bed now anyway... I have a busy day tomorrow
[21:17:08] <Fingolfin> I mean, that explains why I go to bed *today* and not tomorrow as usual ;)
[21:17:11] <wjp> yeah, I'm going to bed too
[21:17:16] <wjp> goodnight
[21:17:17] <wjp> hehe :-)
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[21:22:25] <wjp> bye Matt
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