#exult@irc.freenode.net logs for 2 Dec 2011 (GMT)

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[16:00:36] <Marzo> Dominus: after compiling from the latest snapshot, try this: http://www.seventowers.org/files/rollable-carpet.zip
[16:00:51] <Marzo> It is on the same location as the old carpet was (and the old one was removed)
[16:01:01] <Marzo> Will see bout integrating it to Keyring/TFL later
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[19:08:14] <Dominus> ui ui... let's see how that looks. I'm excited :)
[19:13:16] <Dominus> Marzo
[19:13:17] <Dominus> wow
[19:13:25] <Dominus> looks and feels awesome
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[19:13:55] <Marzo> There is no reason for a half-baked attempt :-)
[19:14:04] <Dominus> it has some quirks, like being able to land on water but it feels sooooo much more like a flying carpet
[19:14:40] <Marzo> It can land on water? It shouldn't, it uses the same detection as the normal carpet does.
[19:14:56] <Dominus> hmm, it does :)
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[19:19:54] <Dominus> marzo, would you mind if I pass screenshots of this on to UltimaAiera?
[19:20:03] <Marzo> Not at all, no
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[19:41:43] <Dominus> Marzo, I put the screenshots in the forum post as well
[19:41:52] <Marzo> OK
[19:43:08] <Dominus> marzo, the normal carpet lands on water now too (or did it always?)
[19:43:27] <Marzo> We would have to test
[19:43:32] <Marzo> I will check it out tonight
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[19:45:50] <Dominus> at least it does it since may 2010 (according to my snapshots)
[19:47:35] <Dominus> just checked the original and there the carpe does not land on water
[19:48:00] <Marzo> May 2010? I will check, but that helps a lot
[19:48:04] <Dominus> seems we only check for blocking things like tree rooks... but do not count water as blocking
[19:49:42] <Dominus> my earliest snapshot is from 27 April 2010 and it also lands on water there
[19:57:54] <Dominus> Marzo, it probably never worked correctly. The 1.2 release does land on water as well
[19:58:01] <Marzo> O>o
[19:58:13] <Marzo> I never recall landing on water with Exult
[19:58:22] <Marzo> Though I must admit, maybe I never tried...
[19:58:34] <Dominus> yep, most likely no one tried :)
[20:00:18] <Dominus> jeff marked this as won't fix in 2004 https://sourceforge.net/tracker/index.php?func=detail&aid=1008646&group_id=2335&atid=102335
[20:00:19] <Dominus> :)
[20:00:39] <Marzo> O>o
[20:02:05] <Dominus> and another one https://sourceforge.net/tracker/index.php?func=detail&aid=228500&group_id=2335&atid=102335
[20:02:10] <Dominus> in 2001
[20:03:44] <Dominus> at least someone tried that some time ago
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[22:00:59] <Marzo> Done, it is fixed
[22:01:08] <Marzo> All it took was one line
[23:10:22] <Dominus> he he, one line... I like it when such old ones surface and get fixed
[23:11:37] <Dominus> marzo, if you want to linger longer on the barge code, there was one reproducable crash when sailing right at the point where the 4 map corners meet and wrap
[23:12:03] <Dominus> it's a very important one... for those that sail there once in a few years :)
[23:12:10] <Marzo> It is a barge issue or a more general one?
[23:12:33] <Marzo> I ask because I seem to remember getting a crash on the SI dream world when getting near the world wrap region
[23:12:54] <Dominus> I don't remember exactly. Couldn't reproduce with the carpet but always with the ship
[23:14:07] <Dominus> https://sourceforge.net/tracker/?func=detail&aid=2820687&group_id=2335&atid=102335
[23:14:39] <Dominus> hey, I even attached a gdb one to it :) http://pastebin.com/ADDbwkQH
[23:15:20] <Dominus> but for what it's worth don't look at it when you don't feel like it. it's a crash and that's bad but not many people go exactly to that point
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[23:50:50] <Marzo> Dominus: the cause of the crash is that the function Map_chunk::is_blocked was performing world-wrapping the wrong way with the initial tile coordinates
[23:51:13] <Marzo> These can be negative, and the code wasn't dealing with that at all
[23:53:09] <Marzo> I just committed the fix.