#exult@irc.freenode.net logs for 9 Mar 2013 (GMT)

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[00:31:10] <i30817> wow, c++ compilers are dumb.
[00:31:12] <i30817> combat.cc:161:7: error: jump to case label [-fpermissive]
[00:31:14] <i30817> googled it: http://stackoverflow.com/questions/5685471/error-jump-to-case-label?answertab=active#tab-top
[00:31:15] <i30817> crazytown
[01:30:53] <i30817> another bug report incoming
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[11:19:57] <i30817> The combat state machine in exult is a bit weird. It starts by... ending combat in some cases. Try to attack a inanimate object or entering combat mode and exiting it again by pressing 'C' and the first function called is Combat_schedule::ending (twice actually).
[11:20:50] <i30817> I'd expect a state machine to always start at start combat.
[11:33:25] <Dominus> i30817: there might be reasons for that :)
[11:34:00] <i30817> Wrong, buggy reasons maybe.
[11:34:54] <Dominus> you know best
[11:36:56] <i30817> It's interrupting my mojo. I wanted to do the 'silence' thing by saving the currently playing song on 'start_combat' and restoring it on 'ending', but as it is know i either do a hack that doesn't match the functions names (such as saving every song that is not a combat song on ending and waiting for the next ending) or just don't implement the silence thing
[11:37:14] <i30817> know -> now
[11:56:49] <i30817> MMmm the approach_foe function seems to be the main state machine... and in those particular cases it has a early return.
[11:56:50] <i30817> For the click 'C' and attack object case:
[11:56:52] <i30817> if (!opponent && !(opponent = find_foe())) {
[11:56:53] <i30817> failures++;
[11:56:55] <i30817> npc->start(200, 400); // Try again in 2/5 sec.
[11:56:56] <i30817> return; // No one left to fight.
[11:56:58] <i30817> }
[11:57:39] <i30817> So start_battle never starts and schedule ending gets called when the schedule is changed. Not sure why twice thou
[11:59:09] <i30817> Maybe the solution is to not 'restore' anything on ending if start_battle hasn't been called.
[11:59:31] <i30817> since start_battle starts up the combat music
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[18:03:41] <i30817> I've got a problem;
[18:03:42] <i30817> I'm filtering 'normal' and 'combat' music. Normal and combat 'music' will only be played if the battle music mode is not 'silent'.
[18:04:11] <i30817> Problem is, that apparently sound effects are classed as 'music' as far as the midi player is concerned.
[18:04:36] <i30817> I wanted to make the 'silent' mode to still have the impact sound, the waves, the birds etc.
[18:04:53] <i30817> Any way to distinguish?
[18:07:35] <i30817> Apparently is it track number '6' (the wave and bird sounds). Would also be nice to overlay sounds, so impact sounds + ambient could work.
[18:07:53] <i30817> There are probably others.
[18:21:32] <i30817> If there a is no way to filter the tracks that are intended as sound effects, i will just cut out the 'Silence' idea from the patch and simplify it a lot.
[18:21:34] <i30817> Battle Music: Enabled (normal) / Disabled (continues playing any song except combat ones)
[18:21:35] <i30817> What do you think?
[18:58:31] <SugarCube> Neat! Maybe? Maybe neat! http://www.rockpapershotgun.com/2013/03/08/revealed-richard-garriotts-massive-ultima-successor/ and http://www.kickstarter.com/projects/portalarium/shroud-of-the-avatar-forsaken-virtues-0
[19:23:17] <Dominus> hmm, of course I can't help with the sfx/music thing. would have been nicer to have the silence option
[19:23:32] <Dominus> SugarCube: yes. looks neat. I pledged
[20:21:47] <i30817> Are there even sound effects for combat hits in U7? I'd swear there were but now i *really* listened to the town song i see that the the 'door closing' sound i'd swear was in U7 is part of that song :\
[20:22:12] <i30817> I am very confused.
[20:38:10] <Dominus> turn off music, enable sfx. if you don't hear doors, shutters closing/opening or lighting of street lamps, something is wrong with your setup
[20:54:25] <i30817> Ahah.
[20:54:51] <i30817> The config file is looking on the wrong place. Man it works... or less.
[20:55:36] <i30817> It doesn't look good with sound sfx disabled thou.
[20:56:18] <i30817> Maybe i should jigger it so it can only be selected if sound sfx are enabled?
[20:56:39] <Dominus> what do you mean?
[20:57:43] <i30817> No, it's a bad idea.
[20:58:18] <i30817> In the audio menu, selecting 'silent' would turn on sfx if not already on.... but it's dumb.
[20:59:08] <i30817> would also need to turn off if the sfx button was clicked... and why not silence for battles?
[20:59:27] <i30817> If the user has the pack or not, that's his business.
[21:01:56] <Dominus> I'd say leave the sfx alone...
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[22:00:31] <i30817> Something strange: music '10' which looks to be CSDanger or the danger music after one of the combat musics, doesn't play from the the function start_music_combat but from the normal start_music even though it's in the 'combat music' enum.
[22:01:07] <Dominus> isn't that what Olarin complained about, that danger music is not playing at correct times?
[22:03:15] <i30817> It appears to play... The code says that if the 'time from the last start combat schedule' (a completely new schedule, so either win the combat or go out of combat mode and in again) is '0.5 minutes' or 30 seconds, that is when the combat music is allowed to play again.
[22:03:50] <i30817> Since the midiplayer seems to pass on to the next music if it is on looping mode.
[22:05:46] <i30817> and CSDanger is just before (? maybe it decreases) the CSAttacked1 & 2 musics it seems the idea is to make it play if there was enough time for the danger music to end
[22:06:14] <i30817> There is a CSHidden_Danger thou. I'm not sure if i've heard that one
[22:07:12] <Dominus> sorry, danger music was rintroduced recently by marzo
[22:07:47] <Dominus> quoting olarin: currently in Exult, it seems the actual combat music is now never triggered until the player enters combat mode. in the original, transition from danger to combat can also be triggered by an enemy getting a chance to take a swing at a party member (not sure if they have to actually cause damage or not).
[22:09:44] <i30817> My idea was to keep a pointer to the triggered 'normal' tracks, so i could restore the 'most relevant' track at the end of the combat, so for instance, if the combat passes over a egg that triggers some song, the song would start instead of the song before combat when combat ends.
[22:11:10] <i30817> I guess i can hack it and blacklist song 10...
[22:12:10] <i30817> Or infact, any of the combat songs if they are tried from the normal song function.
[22:13:38] <i30817> I just wonder how is exultstudio supposed to work with music... this hardcoded stuff (not the one i'm adding, the one already there) seems a bit limiting.
[22:15:31] <Dominus> no idea
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[23:32:38] <i30817> mmm. What do you think it's better. To pause the currently playing song if entering combat; or to restart the song (as per that idea of 'most relevant' above)?
[23:32:54] <i30817> Found that the 'pause()' seems to work fine with SFX effects.
[23:33:16] <i30817> pause_audio() that is
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