#nuvie@irc.freenode.net logs for 10 Apr 2003 (GMT)

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[00:41:47] --- sbx|afk is now known as sbx
[00:41:56] --- sbx is now known as SB-X
[00:43:34] --> Kirben has joined #nuvie
[00:52:16] <Yuv422> hi
[00:53:12] <Kirben> Hi
[00:53:13] <-- Yuv422 has left IRC ("BitchX by any other name is still BitchX")
[00:53:25] --> Yuv422 has joined #nuvie
[00:55:05] <SB-X> hello everyone
[00:55:21] <SB-X> Yuv422: i tried to submit some of my u6conversation decoding but couldnt
[00:55:38] <Yuv422> hmm strange?
[00:55:45] <SB-X> it said timeout
[00:55:49] <SB-X> maybe i used the wrong pserver
[00:55:50] <Yuv422> was there a merge conflict?
[00:55:52] <Yuv422> ah k
[00:56:03] <SB-X> because i cant update either
[00:57:30] * SB-X sends document to Yuv422.
[00:58:36] <Yuv422> did you checkout under your sf user name and password?
[00:59:05] <SB-X> yes
[00:59:27] <SB-X> i think
[00:59:36] <SB-X> docs/CVS/Root says :ext:sb-x@cvs.sourceforge.net:/cvsroot/nuvie
[00:59:52] <Yuv422> yeah that looks right
[01:00:00] <Yuv422> maybe cvs.sf.net is having some issues
[01:01:59] <Yuv422> the doc looks great. :)
[01:02:03] <SB-X> thank you
[01:02:20] <Yuv422> hehe I'll have to get my docs up to scratch now. ;)
[01:02:37] <SB-X> its just the notes formatted with some extra text in between
[01:02:39] <SB-X> hehe
[01:02:42] <SB-X> well
[01:02:47] <SB-X> just needs a README at least
[01:02:49] <SB-X> for users
[01:03:13] <Yuv422> there doesn't seem to be any page break formatters in the book.dat data. :(
[01:03:26] <SB-X> hmm
[01:03:35] <SB-X> well the original u6 would break page when it was full
[01:03:42] <Yuv422> but that's no problem we can get MsgScroll to insert breaks in the relevant places
[01:03:44] <SB-X> i mean, it would pause when the screen filled with text
[01:03:47] <SB-X> yeah
[01:04:10] <SB-X> it does that for npc's too, even if their data doesnt have page breaks
[01:05:10] <Yuv422> where you able to checkout the new MsgScroll code?
[01:05:59] <Yuv422> I just did a cvs up in the docs/ and it worked.
[01:06:48] <Yuv422> there was a slight fix needed in U6Lib_n
[01:07:01] <Yuv422> hehe looks like we forgot to seek before returning data.
[01:07:29] <SB-X> what did it not return properly?
[01:08:08] <Yuv422> it just started reading from the current file pos.
[01:08:19] <SB-X> hmm
[01:08:21] <SB-X> thats not good
[01:09:01] <Yuv422> hehe but as we were only ever reading entries in order it wasn't noticed.
[01:09:40] <SB-X> when i added new stuff to it i was trying to leave the existing things there so it wouldnt break anything in nuvie... so U6Lib_n is a strange mix of methods and data that are not compatible with eachother, and that get used different depending on if your reading or writing :)
[01:10:35] <SB-X> so, you cant use the save lib object to read a file, and then write that back either
[01:10:49] <SB-X> thats why in unpack_conv there are 4 lib objects
[01:11:08] <SB-X> converse_a, converse_a_out etc
[01:13:28] <Yuv422> ;)
[01:20:49] <Yuv422> hehe I fixed one rendering bug and brought back another. :(
[01:27:04] <SB-X> you dont delete game
[01:27:23] <Yuv422> heheh
[01:27:33] <Yuv422> I guess I should
[01:27:47] <Yuv422> for cleanness
[01:28:33] <SB-X> i guess
[01:28:33] <SB-X> i noticed because some output i added was not called
[01:28:55] <SB-X> is game the right place to allocated new Converse object
[01:29:02] <SB-X> and ~game delete it?
[01:29:24] <Yuv422> is you're converse object a manager for all conversations?
[01:29:46] <SB-X> not really a manager, but only 1 needs to exist for the entire program
[01:29:57] <Yuv422> either Game or Event then I guess
[01:29:58] <SB-X> you switch out the npc script for each talk
[01:30:01] <SB-X> ok
[01:30:25] <Yuv422> where will it be called from?
[01:30:28] <Yuv422> Actor?
[01:30:31] <Yuv422> ActorManager?
[01:30:37] <Yuv422> or Event?
[01:30:52] <Yuv422> I guess Event
[01:30:54] <SB-X> hmm
[01:31:32] <SB-X> sounds good
[01:31:36] <SB-X> its first created in loadGame
[01:33:56] <SB-X> you have to register to functions with it
[01:33:58] <SB-X> two*
[01:34:25] <Yuv422> I've put the hooks into Event for the Talk mode too.
[01:35:37] <Yuv422> pressing 't' now brings up the targeting crosshairs.
[01:42:16] <SB-X> that will help me to test
[01:42:22] <SB-X> is that in cvs now?
[01:42:29] <Yuv422> yes
[01:42:45] <Yuv422> has been since the new MsgScroll stuff went in last night
[01:43:18] <Yuv422> so text isn't null terminated in converse scripts?
[01:43:29] <SB-X> no
[01:45:25] <SB-X> if it is followed by 0 it means it goes in a list with other text
[01:45:44] <Yuv422> ah k
[01:49:04] <Yuv422> We'll have to find the relevant npc flags in the objlist file
[01:50:01] <Yuv422> nuvie will become a bit playable when conversations are implemented :)
[01:50:10] <Yuv422> as a game that is :)
[01:50:21] <Yuv422> I should look at actor inventories
[01:53:33] <SB-X> can you talk to an npc that sets flags, and then leave the area and examine the objlist file for changes?
[01:54:45] <Yuv422> yes
[01:54:53] <Yuv422> or set the flags via spam...
[01:55:59] <Yuv422> have you got J.P. Morris's objlist doc?
[01:57:01] <SB-X> what is it called?
[01:57:48] <Yuv422> I found it in his source package I think.
[01:57:52] <Yuv422> let me check.
[01:58:00] <SB-X> i think i have it
[01:58:41] <SB-X> formats.txt?
[01:58:45] <SB-X> The Object List File
[01:59:27] <Yuv422> yes
[01:59:35] <SB-X> then yes
[02:26:07] <SB-X> would people get mad if some of their documents ended up in nuvie cvs?
[02:26:20] <Yuv422> probably not
[02:26:29] <Yuv422> aslong as they are credited
[02:47:26] <SB-X> TALK_MODE == player is inputting npc to talk to?
[02:47:41] <Yuv422> yes
[02:48:03] <Yuv422> then when they hit return the Event class should call the talk method
[02:48:14] <Yuv422> and talk to the actor at the cursor pos
[02:48:29] <SB-X> then i will add a CONVERSE_MODE == all input goes to message scroll
[02:48:53] <SB-X> unless msgscroll handles that another way?
[02:49:14] <Yuv422> I think input should probably go through MsgScroll
[02:49:27] <Yuv422> as we need to handle automatic page breaks on long text
[02:50:01] <Yuv422> so if Msgscroll needs input it takes it otherwise it returns false and the input goes elseware
[02:50:11] <SB-X> ok
[02:50:19] <SB-X> so Event can still handle it first...
[02:50:24] <SB-X> it will ask if MsgScroll needs it
[02:50:24] <Yuv422> yes
[02:50:30] <SB-X> and do its own handling if it doesnt need it
[02:51:41] <Yuv422> yes
[02:52:05] <Yuv422> does that sound ok?
[02:52:59] * SB-X nods.
[02:53:24] <SB-X> is there a method already that takes input?
[02:53:36] <SB-X> scroll->push_event(&event) or something
[02:54:28] <Yuv422> not yet
[02:54:39] <Yuv422> feel free to add it if you wish
[02:54:46] <Yuv422> or I can do it
[02:54:59] <SB-X> already adding it
[02:55:08] <Yuv422> righto
[02:55:40] <SB-X> what is char *get_input()?
[02:55:49] <SB-X> it just returns NULL
[02:56:01] <Yuv422> you can remove that
[02:56:17] <Yuv422> stub function that isn't used now.
[03:00:42] <SB-X> bbl
[03:00:46] --- SB-X is now known as sbx|afk
[03:00:49] <Yuv422> righto
[03:29:48] --- sbx|afk is now known as SB-X
[03:29:51] <SB-X> b
[03:36:34] * Eclair is back (gone 04:54:38)
[03:37:59] <SB-X> what can msgscroll input_mode be?
[03:38:07] <SB-X> or what does it mean
[03:46:12] <SB-X> and is there a way to get npc id from get_objAtcursor?
[03:47:01] <SB-X> or, get npc id from an Obj object
[03:49:33] <-- Yuv422 has left IRC (Read error: 110 (Connection timed out))
[03:49:46] <SB-X> hmm
[05:10:52] --- Eclair is now known as animeloe
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[05:12:26] <Yuv422> How's it going SB-X
[05:12:27] <Yuv422> ?
[05:14:07] <SB-X> hey
[05:14:07] <SB-X> wb
[05:14:20] <SB-X> im trying to get the actor id
[05:14:32] <Yuv422> damn BitchX I didn't even know I was gone. ;)
[05:14:37] <SB-X> lol
[05:14:51] <SB-X> "BitchX by any other name is still BitchX"
[05:14:55] <SB-X> get_actor(x, y, z)
[05:14:59] <SB-X> i dont know how to get those coords
[05:15:02] <SB-X> in Event
[05:15:06] <Yuv422> ah k
[05:15:09] <Yuv422> let me check
[05:15:26] <SB-X> ActorManager::get_actor
[05:16:06] <SB-X> is this the right way to get the actor when the player presses ENTER?
[05:16:28] <Yuv422> looks like we need another function in MapWindow
[05:16:51] <SB-X> how do you get the coords in Event::look?
[05:17:09] <SB-X> oh i see
[05:17:12] <SB-X> getObjAtCursor
[05:17:33] <SB-X> so we need getActorAtCursor?
[05:17:34] <Yuv422> that won't get an actor at that location
[05:17:38] <SB-X> or Act
[05:17:48] <Yuv422> yes that would do
[05:18:11] <SB-X> should i add it?
[05:18:28] <Yuv422> I'll put it in.
[05:18:30] <Yuv422> wait one sec.
[05:18:34] <SB-X> ok
[05:18:50] <SB-X> what is scroll->input_mode for?
[05:19:03] <SB-X> only allow character input if it is true?
[05:19:18] <SB-X> s/allow/use/
[05:19:19] <Yuv422> I think that was what I was going for
[05:19:25] <Yuv422> but I didn't finish.
[05:19:30] <SB-X> alright, that works :)
[05:19:49] <SB-X> i added MsgScroll::handle_input(SDLKey *input);
[05:20:16] <SB-X> if input is not something like ENTER, or ESC, it will allow character input as long as input_mode is true
[05:21:10] <SB-X> ENTER will send whatever is in the input buffer, or insert "bye" if it is empty and send it
[05:21:47] <SB-X> hmm, no actually what it inserts will depend on the type of input it is taking
[05:21:52] <Yuv422> hmm handle_input needs to handle char input too right?
[05:22:00] <Yuv422> :)
[05:22:03] <SB-X> yeah, that is in a switch
[05:22:12] <SB-X> default == some other character
[05:22:22] <SB-X> and it will get the ascii of that key and add it
[05:23:24] <Yuv422> get_actorAtCursor() is in cvs now
[05:23:47] <SB-X> ok
[05:23:49] * SB-X updates.
[05:24:43] <SB-X> i changed to another directory with anonymous access and cvs is working from there
[05:25:16] <Yuv422> hmm developer access is working for me.
[05:25:36] <SB-X> i havnt tried it for a while
[05:28:25] <SB-X> i need to get a_num or id_n
[05:28:33] <SB-X> from the actor i just got
[05:28:40] <SB-X> which one is its number again? :)
[05:28:41] <Yuv422> heheh id_n
[05:28:45] <SB-X> ok
[05:28:45] <Yuv422> is actor num
[05:28:48] <SB-X> its private
[05:29:02] <Yuv422> a_num is (obviously *g*) obj_n ;)
[05:29:18] <Yuv422> I really should change a_num ;)
[05:29:45] <Yuv422> maybe a method call on actor for the actor_number id_n would be good.
[05:29:57] <SB-X> "Talk-an oaken door" :)
[05:30:05] <SB-X> yes
[05:30:15] <Yuv422> heheh
[05:30:30] <Yuv422> what is the door telling you SB-X?
[05:30:42] <SB-X> to close it, im letting the heat out
[05:30:54] <SB-X> "Use-an oak door"
[05:30:56] <SB-X> there
[05:31:11] <SB-X> but actually... i think object number was correct after all!
[05:31:55] <SB-X> hmm
[05:32:00] <SB-X> ok it needs the actor number for some
[05:32:06] <SB-X> like your friends
[05:32:18] <SB-X> Talk-Dupre
[05:32:30] <SB-X> but for others its just like Talk-Merchant
[05:32:38] <SB-X> Talk-person sleeping
[05:32:59] <Yuv422> how do the original handle it?
[05:33:03] <Yuv422> do/does
[05:33:07] <SB-X> like that
[05:33:32] <SB-X> at least, i dont think it said "talk-musician" for iolo
[05:33:41] * SB-X checks.
[05:33:49] <Yuv422> maybe after you findout their name
[05:34:03] <SB-X> it says Look-Thou dost see Iolo and shows his inventory :)
[05:34:35] <SB-X> and Talk-Iolo
[05:35:53] <Yuv422> if you haven't "name"'d them then it says Talk-jester
[05:37:25] <SB-X> or after it sets the Met flag
[05:37:34] <SB-X> i see that it sets the Met flag for chuckles after you ask name
[05:38:47] <SB-X> heh heh
[05:38:53] * SB-X notices a glitch in the original.
[05:39:02] <Yuv422> what's that?
[05:39:17] <SB-X> or, improper use of language i mean
[05:39:21] <SB-X> when lord british is sleeping
[05:39:24] <SB-X> and you look at him
[05:39:31] <SB-X> Look-Thou dost see a Lord British
[05:39:44] <Yuv422> hehe
[05:40:01] <Yuv422> what does nuvie do?
[05:40:41] <SB-X> nuvie doesnt have sleeping worktype yet
[05:40:59] <Yuv422> what is a worktype?
[05:41:04] <SB-X> activity
[05:41:19] <SB-X> cheater's screen calls it worktype
[05:41:24] <SB-X> like, tend shop
[05:41:46] <Yuv422> but isn't that controlled by the schedule?
[05:42:00] <Yuv422> where to be at what time.
[05:42:09] <SB-X> id assume so
[05:42:32] <SB-X> thats what i thought that unk value was at first
[05:42:49] <Yuv422> you don't think it is?
[05:42:55] <SB-X> did you find out if thats it or are you getting the activity from somewhere else?
[05:42:56] <SB-X> i dont know
[05:43:29] <SB-X> i didnt look at it like you have :)
[05:43:30] <Yuv422> if I set it to the sleeping value the actor falls down like a dead person. :)
[05:43:58] <SB-X> i didnt get expected results when setting random values for worktype at iolo's cheat screen
[05:44:03] <Yuv422> it definitely controls there actions at each location.
[05:44:15] <SB-X> well heres something to look for, 0x20 = tend shop
[05:44:24] <Yuv422> maybe we should try some known values in schedule
[05:44:47] <SB-X> if you see shopkeepers with schedule values set to 0x20 at the times they are working, then that value is definately worktype
[05:44:50] <Yuv422> maybe work types are hardcoded actions in the game.exe :(
[05:45:24] <SB-X> i think its hardcoded specifically what they do for each worktype
[05:45:34] <SB-X> but thats like u7 too
[05:45:48] <Yuv422> I've got to step out for a bit.
[05:45:52] <SB-X> ok
[05:46:02] <Yuv422> what timezone are you in?
[05:46:08] <SB-X> US central
[05:46:24] <Yuv422> ah k what time is f you you now?
[05:46:33] <Yuv422> f/it
[05:46:35] <Yuv422> for
[05:46:42] <Yuv422> argh typing. ;)
[05:46:52] <SB-X> 00:50
[05:47:13] <Yuv422> ah k
[05:47:20] <Yuv422> 3:47PM here
[05:47:24] <Yuv422> be back later
[05:47:32] <SB-X> bye
[05:47:34] <Yuv422> check in your changes if you can :)
[05:47:35] <Yuv422> cya
[05:51:04] <SB-X> it doesnt show npc's names after look even if youve "met" them
[05:51:09] <SB-X> it does for lb
[05:51:37] <SB-X> it doesnt for Max, in Britain
[06:51:28] <Yuv422> it did for chuckles
[06:54:14] <SB-X> ah hello again... im having trouble with accessinga method of converse
[06:54:35] <Yuv422> how's that?
[06:54:40] <SB-X> this is something simple so you probably know whats wrong
[06:54:53] <SB-X> /home/sbx/build/nuvie/clean/Event.cpp:140: undefined reference to `Converse::start(Actor *)'
[06:55:28] <SB-X> start is declared in Converse.h bool start(Actor *talkto=0);
[06:55:38] <Yuv422> easy
[06:55:45] <SB-X> called as return(converse->start(npc));
[06:55:49] <SB-X> and im linking it in
[06:55:51] <SB-X> Converse.o
[06:55:57] <SB-X> and its publics
[06:56:00] <SB-X> public*
[06:56:06] <Yuv422> hmm did you remember Converse::
[06:56:14] <Yuv422> on the method implementation
[06:56:24] <SB-X> hehe
[06:56:25] <SB-X> no!
[06:56:26] <SB-X> thank you
[06:56:55] * SB-X hits himself with a 50lb C++ manual.
[06:58:53] <Yuv422> hehe
[07:07:08] <Yuv422> I've made that mistake several time in the past. :)
[07:11:29] <SB-X> i have but it noticed it before linking
[07:11:43] <SB-X> about whether npc names are shown for Look, do you think that is an unknown object flag?
[07:12:18] <SB-X> i set all npc flags for a britain citizen and got his name and it still said Look-a villager
[07:12:31] <SB-X> but it showed his name with his portrait
[07:12:59] <SB-X> aah
[07:13:07] <SB-X> theres only 1 object that looks like a king and 1 that looks like a jester
[07:13:26] <SB-X> so thats the look string for them
[07:13:43] <SB-X> i guess nuvie shows that then?
[07:13:51] * SB-X is not in the castle in his nuvie game.
[07:18:30] <Yuv422> nuvie shows the look description based on tile type
[07:18:42] <Yuv422> which is derived from obj_n
[07:18:49] <Yuv422> + frame_n
[07:27:08] <Yuv422> in the original if I talk to Taynith
[07:27:18] <Yuv422> it displays woman
[07:27:44] <Yuv422> then when I talk again it says Taynith. but I have yet to ask her for her name?! ;)
[07:28:34] <SB-X> what if you set all flags of her to false
[07:28:39] <SB-X> through cheat screen
[07:28:58] <SB-X> ah, wait... thats normal for talking
[07:29:03] <Yuv422> his is her name display not the look- btq
[07:29:03] <SB-X> what about Look?
[07:29:05] <Yuv422> btw
[07:29:13] <SB-X> ok
[07:30:57] <Yuv422> How's the Converse class going?
[07:31:34] <SB-X> it doesnt "interpret" anything yet
[07:31:44] <SB-X> but it can load the script for an npc in preparation for it
[07:32:15] <Yuv422> how do the scripts handle the input sequences?
[07:32:29] <SB-X> input sequences?
[07:32:35] <Yuv422> when the player can type one of a number of keywords.
[07:32:46] <SB-X> it has a switch like block
[07:32:48] <Yuv422> like job, name, bye etc
[07:32:52] <Yuv422> ah k
[07:33:29] <SB-X> f7 ... ef "keywords" f6 ... ef "keywords" f6 ... ee
[07:33:49] <SB-X> keywords that trigger the same answer are comma separated
[07:34:01] <SB-X> and * means any other input (default)
[07:34:20] <Yuv422> do they ever require more than 4 chars for any given keyword?
[07:34:42] <SB-X> yes, but ive only seen it for one conversation
[07:34:48] <SB-X> with Iolo, do access the cheat screen
[07:34:52] <SB-X> to access*
[07:35:55] <Yuv422> I guess they want to be excat with those phrases.
[07:36:12] <SB-X> :)
[07:36:32] <Yuv422> hehe exact.
[07:37:19] <SB-X> Taynith sets her met flag before you say name
[07:38:47] <SB-X> Dr. Cat is my favorite NPC
[07:38:58] <SB-X> he's good friends with Taynith :)
[07:39:16] <Yuv422> he has a large conv file too.
[07:41:02] <SB-X> I experienced a bug in the SNES version of U6 once where Taynith started attacking me and I couldn't get away, causing battle mode to continue to start and stop.
[07:41:19] <SB-X> and Taynith was over by moonglow
[07:41:25] <SB-X> on the coast
[07:41:32] <SB-X> and i hadnt even done anything to make her mad
[07:42:26] <Yuv422> I've just discovered somthing interesting
[07:42:58] <SB-X> ?
[07:43:04] <Yuv422> when talking to gwenneth
[07:43:25] <Yuv422> if I lock Iolo in a room switch to party mode then talk to here
[07:43:28] <Yuv422> her
[07:43:40] <Yuv422> she recognises that Iolo isn't there.
[07:44:06] <SB-X> it detects that with c6
[07:44:17] <SB-X> er, a1 with c6 as the cmpfunc
[07:44:29] <Yuv422> but techinicaly Iolo is in the party
[07:44:41] <Yuv422> he is stuck in LB's castle trying to get back to the party
[07:44:44] <SB-X> im just guessing, i didnt look at that particular case
[07:44:47] <SB-X> hmm
[07:44:53] <Yuv422> as I'm in party mode
[07:44:59] <Yuv422> and he's not dead
[07:45:10] <SB-X> so it doesnt set in_party until they return?
[07:45:21] <SB-X> but they are still set to follow
[07:45:37] <Yuv422> maybe it does a range check too.
[07:46:07] <Yuv422> I'll go back to the castle and open the door and see what Iolo does
[07:46:12] <SB-X> or even simpler, checks to make sure that they are in a "slot" determined for that party formation
[07:46:15] <SB-X> ok
[07:47:38] <Yuv422> yup I open the door and Iolo follows like nothing ever happened
[07:47:57] <SB-X> did you try locking him outside iolo's bows?
[07:48:13] <Yuv422> right I'll try that now
[07:51:08] <Yuv422> she acts like he isn't there.
[07:52:17] <SB-X> so, inparty is not set until he "catches up" to you
[07:52:22] <Yuv422> is there a special command for finn to auto engage in conv with the player?
[07:52:22] <SB-X> what happens if you go to a shop
[07:52:28] <SB-X> hmm
[07:52:50] <SB-X> i dont know
[07:53:36] <SB-X> im not sure it would
[07:53:36] <Yuv422> so there is a check for schedule type
[07:53:49] <SB-X> what do you mean?
[07:54:10] <Yuv422> so an npc can say "I'm not in my shop ATM come back later. etc"
[07:54:20] <SB-X> yeah
[07:54:31] <SB-X> if #worktype != W_TENDSHOP
[07:54:55] <Yuv422> does that match up with the data in schedule?
[07:55:16] <SB-X> i havnt looked for it
[07:55:40] <SB-X> but id also guess that W_BEG is also a worktype
[07:55:57] <SB-X> or whatever you want to call it
[07:56:04] <SB-X> and it causes the npc to talk to the avatar without prompting
[07:56:07] <SB-X> like Finn
[07:56:40] <SB-X> what i was asking about earlier was if Iolo is listed in a shopkeeper's party list if he has not caught up?
[07:57:32] <Yuv422> ah k so move him away a bit then quickly talk to gwenneth.
[07:58:42] <SB-X> or even lock him away again
[07:58:54] <SB-X> and get a shopkeeper to say "Which of you?" and show the party list
[07:58:59] <SB-X> so that you can select who is to shop
[07:59:56] <Yuv422> ok I walked him away a bit then talked to shopkeeper "buy"
[08:00:10] <Yuv422> Iolo didn't show in the list
[08:00:42] <SB-X> hehe
[08:00:43] <SB-X> cool
[08:00:53] <SB-X> they have to "catch up" if they still want to be part of the Avatar's team
[08:01:25] <Yuv422> it slows right down when you lock them away
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[08:01:44] <Yuv422> it must be trying hard to pathfind back to the avatar
[08:01:52] <SB-X> for shop lists there is a preassigned variable #followers that tells how many people are following the afatar
[08:02:42] <SB-X> i didnt use Solo Mode much in the original u6
[08:04:28] <Yuv422> does flow return from a jump?
[08:04:34] <Yuv422> in the script?
[08:04:37] <SB-X> no
[08:04:51] <SB-X> you can "overflow" a script to
[08:04:55] <SB-X> and it will start reading the next script
[08:04:56] <Yuv422> so no flow stack needed then :)
[08:05:00] <Yuv422> hehe
[08:05:26] <Yuv422> but the next script would normally be compressed?
[08:06:37] <SB-X> i dont know if it uncompresses them all, or in blocks, or uncompresses the next item when it reaches the end of the previous
[08:15:40] <SB-X> is there a define that sets NO_SDL_PARACHUTE?
[08:15:40] <Yuv422> there's another interesting thing with Gwenneth
[08:15:48] <Yuv422> she has another actor stuck on top of her
[08:15:52] <SB-X> ...
[08:16:17] <Yuv422> I only noticed when they started moving around
[08:16:23] <SB-X> stacked in the same tile?
[08:16:27] <Yuv422> yes
[08:17:21] <Yuv422> let me check its details in the debugger
[08:17:24] <SB-X> did you figure out what those fireplaces were?
[08:17:34] <Yuv422> that is a fireplace
[08:17:44] <Yuv422> it must be pointing to tile 0
[08:17:59] <SB-X> ?
[08:18:17] <SB-X> what does pointing to tile 0 mean?
[08:18:59] <Yuv422> it's obj_n translates to tile number 0
[08:19:22] <SB-X> oh
[08:19:22] <SB-X> what is tile 0?
[08:19:38] <Yuv422> I think it is a fireplace. ;)
[08:19:45] <SB-X> ok
[08:19:57] <SB-X> ah tile 0 = fireplace
[08:20:17] <SB-X> i notice if you create items without objnum you get a fireplace
[08:20:23] <SB-X> but they are calling nothing
[08:20:26] <SB-X> called*
[08:20:35] <Yuv422> actor number is 199
[08:21:01] <Yuv422> obj_n = 0
[08:21:33] <SB-X> that is a temp npc
[08:21:41] <SB-X> like you first thought
[08:21:58] <Yuv422> why would gwenneth need a temp NPC?
[08:22:07] <SB-X> can you talk to her?
[08:22:14] <SB-X> or him
[08:22:24] <Yuv422> hehe not in nuvie. ;)
[08:22:39] <SB-X> oh i thought it was u6
[08:22:44] <SB-X> maybe it identifies schedule location
[08:23:01] <SB-X> i mean, tells the actor not to walk around
[08:23:11] <SB-X> because some npc's who are tending shop move a few tiles
[08:23:15] <Yuv422> I've seen temp locations for guards, cows etc.
[08:23:17] <SB-X> but gwenneth sits in the chair
[08:23:29] <Yuv422> yes it is on the chair
[08:23:33] <SB-X> oh yeah... the patrol routes for guards
[08:23:34] <SB-X> :)
[08:24:20] <Yuv422> surely not through gwenneths shop? ;)
[08:24:26] <SB-X> there isnt a fireplace on the chair in any case
[08:24:26] <SB-X> nope
[08:24:46] <SB-X> so it must be something that sticks her to that location
[08:25:42] <SB-X> like, a special egg
[08:25:51] <SB-X> and the actor-number... or if you want to call it quality... tells what it does
[08:26:23] <SB-X> what happens when you look at strange fireplaces in nuvie?
[08:26:35] <Yuv422> I got it out of the objlist along withall the other actors
[08:26:43] <Yuv422> hmm it says you dost see nothing
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[08:27:18] <SB-X> real fireplace would say something else
[08:27:31] <Yuv422> I hope so.
[08:27:33] <Yuv422> let me check
[08:27:39] <SB-X> like... a fireplace
[08:27:46] <SB-X> i dont see any fireplaces at buc's den :)
[08:27:52] <Yuv422> yes
[08:27:54] <SB-X> just ovens, and stoves, and cooking fires
[08:28:01] <Yuv422> Thou dost see a fireplace
[08:28:15] <SB-X> ah
[08:28:18] <Yuv422> the interesting thing is tile 0 is a fireplace with wall
[08:28:18] <SB-X> object 0 is special :)
[08:28:29] <Yuv422> but a normal fireplace is an object
[08:28:29] <SB-X> well, i guess its hardcoded not to show tile for object 0
[08:28:32] <Yuv422> yeah
[08:28:46] <SB-X> the nice thing is you can create that object with Iolo!
[08:28:54] <SB-X> and test different qualities
[08:29:15] <SB-X> not sure what you would test though
[08:29:42] <SB-X> and when you create it with Iolo it might not be "special" anymore
[08:29:45] <SB-X> because you can see it
[08:31:29] <Yuv422> the problem is temp npcs like guards, cows etc appear as fireplaces too.
[08:31:41] <SB-X> it should have a different quality
[08:32:23] <Yuv422> I don't know if actors have a quality
[08:32:30] <SB-X> what was 199?
[08:32:37] <Yuv422> actor number
[08:32:39] <SB-X> i dont know how actors are stored in the object list
[08:32:40] <SB-X> ok
[08:32:52] <SB-X> what says that its an actor?
[08:33:13] <Yuv422> I'm reading their location out of the objlist file
[08:33:19] <Yuv422> all 256 of them
[08:33:28] <SB-X> oh, yeah
[08:33:32] <SB-X> i saw something about that in formats.txt
[08:33:33] <Yuv422> with actor 1 being the avatar
[08:33:54] <Yuv422> yeah there is lots of actor info stored in objlist
[08:33:54] <SB-X> but there can be objects at the same locations as an actor
[08:34:17] <Yuv422> the objects come out of the objblkxx files
[08:34:54] <Yuv422> maybe that was a temp actor that was just written in as garbage
[08:35:04] <Yuv422> and I shouldn't have extracted it?
[08:35:19] <SB-X> i think its something like an egg
[08:35:26] <SB-X> and they stored those in objlist
[08:35:39] <Yuv422> eggs are stored in objblkxx
[08:36:53] <SB-X> hrmm
[08:37:16] <SB-X> but you said theres more of those
[08:37:20] <SB-X> where the temp npcs appear
[08:37:36] <Yuv422> they are the temp npcs I think
[08:37:39] <SB-X> its possible those are spawn eggs
[08:37:56] <SB-X> what is their actor number?
[08:38:05] <Yuv422> let me check
[08:38:51] <Yuv422> 227 for the guard
[08:39:02] <Yuv422> outside lord british's castle
[08:39:32] <SB-X> the guard's conversation is item 202
[08:40:19] <Yuv422> 224 for the horse SW of the castle
[08:40:43] <SB-X> how does it know what to spawn?
[08:40:47] <Yuv422> hmm 225 for another horse
[08:41:02] <SB-X> frame num?
[08:41:36] <Yuv422> let me stop them so I can count them properly
[08:44:12] <Yuv422> 224, 225, 226 and 230
[08:44:28] <Yuv422> in the horse paddock
[08:45:27] <SB-X> im going there in u6
[08:45:28] <Yuv422> maybe it only saves temp npc's that are nearby
[08:46:57] <SB-X> there are 4 horses
[08:47:02] <SB-X> but i dont see any difference
[08:48:40] <Yuv422> try messing with the npc number 224 in iolo's menu
[08:50:48] <SB-X> the only thing i can do is set their worktype
[08:51:03] <SB-X> i dont see that it does anything
[08:52:10] <SB-X> set worktype of number 224 to 20, or 0, they all still walk around randomly
[08:52:41] <SB-X> wait
[08:52:42] <SB-X> no
[08:52:45] <SB-X> one of them is stopped
[08:52:55] <SB-X> i had to keep passing to notice :)
[08:53:46] <Yuv422> yup one is stuck for me too
[08:53:52] <Yuv422> facing right
[08:57:38] <Yuv422> worktype is that unknown value. ;)
[08:57:46] <Yuv422> I think
[08:58:21] <Yuv422> I changes npc 6's unknown to sleeping in the schedule file
[08:58:46] <Yuv422> then changed it back via spam and he poped up after a minute or so. :)
[08:58:53] <SB-X> heh heh
[08:58:54] <SB-X> excellent
[08:59:08] <Yuv422> let me see if I can change his direction
[08:59:22] <SB-X> the unknown values for shopkeepers when they are working should be 0x20
[08:59:50] <Yuv422> 0x20 is too low
[08:59:55] <Yuv422> I;ve never seen that in unknown
[09:00:11] <Yuv422> lowest I've seen was 0x80 from memory
[09:00:13] <SB-X> could unknown have two bytes?
[09:00:22] <SB-X> erp
[09:00:25] <SB-X> i mean 2 half bytes
[09:00:26] <Yuv422> maybe nibbles
[09:00:31] <SB-X> yeah
[09:00:53] <Yuv422> 0x20 is bigger than 4 bits though
[09:01:07] <Yuv422> 0x20 == 100000
[09:01:45] <SB-X> the other two bytes could be flag settings or something
[09:01:49] <SB-X> bits
[09:02:23] <Yuv422> unknown always has most significant bit set.
[09:02:27] <Yuv422> from what I can see
[09:02:36] <SB-X> wait, 20 wasnt the worktype, 20 is the variable that contains worktype
[09:02:52] <SB-X> the worktype for npc 18 (Max) when he sells weapons and armor is...
[09:03:09] <SB-X> 85
[09:03:12] <SB-X> 0x85
[09:03:24] <SB-X> that is TENDSHOP
[09:04:05] <SB-X> you can check shopkeepers for that
[09:04:06] <Yuv422> that looks better. ;)
[09:04:37] <Yuv422> be back later
[09:05:25] <SB-X> ok
[09:05:46] <Yuv422> just watching fraiser
[09:05:48] <Yuv422> ;)
[10:14:03] <Yuv422> back
[10:16:58] <SB-X> wb
[10:17:09] <SB-X> im putting interpretation of script in now
[10:17:10] <Yuv422> must be late/early for you now.
[10:17:17] <Yuv422> cool
[10:17:44] <SB-X> its 5:20
[10:18:15] <Yuv422> how many variables can a script have?
[10:18:18] <SB-X> i had problems for a while with segfaults and file-read errors but i got past that
[10:18:33] <SB-X> i dont know if theres a real max except 256
[10:19:01] <SB-X> but pre-assigned variables include #20
[10:19:15] <SB-X> if it starts at that then you effectively only get 20
[10:19:39] <SB-X> #20 is the current worktype
[10:20:46] <Yuv422> so some of these vars are filled in my the interpretor?
[10:20:53] <SB-X> yes
[10:21:12] <SB-X> i will init them with the heap
[10:21:40] <Yuv422> have you changed unknown to worktype in the actor schedule vars?
[10:21:56] <SB-X> no
[10:22:28] <Yuv422> typedef struct {
[10:22:28] <Yuv422> uint16 x;
[10:22:28] <Yuv422> uint16 y;
[10:22:28] <Yuv422> uint8 z;
[10:22:28] <Yuv422> uint8 hour;
[10:22:29] <Yuv422> uint8 unknown;
[10:22:31] <Yuv422> } Schedule;
[10:22:39] <Yuv422> in Actor.h
[10:22:45] <SB-X> do you confirm its worktype?
[10:22:46] <Yuv422> I can change that later if you want.
[10:22:52] <Yuv422> looks like it
[10:22:58] <Yuv422> but I'm not completely sure
[10:23:29] <Yuv422> I'll do some more experimenting
[10:26:29] <SB-X> im not initializing any variables in the heap yet, it is unimplemented
[10:26:38] <SB-X> the "heap" is just an array or list anyway :)
[10:38:48] <Yuv422> hmm the start of objlist
[10:39:05] <Yuv422> has some values that might line up with those temp NPC
[10:39:07] <Yuv422> s
[10:39:33] <Yuv422> 0x100 of 0's except for 0xe0 to 0xe9
[10:39:39] <Yuv422> which are 0x21
[10:44:25] <SB-X> the one at iolo's bows has something to do with the people that work there
[10:44:32] <SB-X> unless you notice a guard patrolling to it
[10:45:11] <Yuv422> that data might indicate which values should be cosidered monsters?
[10:45:55] <Yuv422> I think the guard near LB's was less than 200
[10:48:01] <Yuv422> hmm guard is 227
[10:48:03] <Yuv422> so that fits
[10:48:58] <Yuv422> that section must indicate temp NPCs
[10:48:58] <Yuv422> I should save near some monsters and see what happens
[10:52:57] <Yuv422> I've found another npc like thing stuck to a real NPC
[10:53:46] <SB-X> where?
[10:54:29] <Yuv422> hmm actually it looks like a temp
[10:54:30] <Yuv422> :(
[10:54:38] <Yuv422> I thought it was covering an NPC
[10:54:49] <Yuv422> unless the npc has wandered off
[10:55:00] <Yuv422> but it's NPC number is 190
[10:55:11] <Yuv422> which is a true NPC number :(
[10:57:21] <Yuv422> it was on a bed in a stone building N of the castle
[11:01:08] <SB-X> 190 is too high for an npc
[11:01:14] <SB-X> 187 is the last npc
[11:02:07] <Yuv422> 190 in conv is Minax
[11:02:24] <Yuv422> 191 is Exodus
[11:02:45] <SB-X> but those arent really npcs
[11:02:53] <SB-X> but objects that have npc scripts
[11:03:01] <SB-X> not actors i should say
[11:03:32] <Yuv422> maybe that is just jumk in the file then?
[11:03:40] <SB-X> no idea
[11:03:53] <SB-X> i actually dont know if the statues and shrines are in the file as actors
[11:03:56] <SB-X> have you checked?
[11:04:20] <Yuv422> the shrines come up as actors
[11:04:33] <Yuv422> the cove shrine is an actor
[11:04:44] <SB-X> ok i was wrong then
[11:04:50] <Yuv422> let me check it's number
[11:04:52] <Yuv422> its
[11:04:59] <SB-X> 193?
[11:06:04] <Yuv422> 191
[11:06:15] <Yuv422> should it be 193?
[11:06:22] <SB-X> Compassion?
[11:07:06] <Yuv422> the glowing thingo encircled by monoliths?
[11:07:17] <SB-X> hehe
[11:07:18] <SB-X> yeah
[11:07:24] <SB-X> are you talking about the shrine of compassion?
[11:07:40] <Yuv422> E of LB's castle
[11:07:46] <SB-X> it should be 193
[11:08:02] <Yuv422> let me check 193
[11:09:01] <Yuv422> hmm 193 x = 292
[11:09:12] <Yuv422> y = 41
[11:09:23] <Yuv422> that doesn't sound right
[11:10:03] <SB-X> are there other objects at the shrine?
[11:10:12] <SB-X> except for the moonstone
[11:10:23] <SB-X> like, one of those temp npc objects
[11:14:03] <Yuv422> 193 is at the shrine right at the top of britannia
[11:14:14] <Yuv422> at those coords I gave you b4
[11:15:22] <SB-X> honesty
[11:15:28] <Yuv422> thou dost see a forcefield
[11:15:55] <SB-X> maybe the npcs after 187 are 1+npcnum
[11:16:08] <SB-X> oops, 2-npcnum
[11:16:19] <SB-X> no, 2+npcnum
[11:16:26] <Yuv422> hehe
[11:16:43] <Yuv422> why would they do that?
[11:17:33] <SB-X> i dont know
[11:17:44] <SB-X> justice and compassion seem swapped there
[11:23:55] <SB-X> unpack_conv will make 2 index files and in converse.b.index you can see the numbers of those npcs
[11:24:04] <SB-X> as part of the filenames
[11:24:19] <Yuv422> 195
[11:24:27] <Yuv422> down and left from trinsic
[11:25:01] <Yuv422> Justice?
[11:26:10] <SB-X> Honor
[11:26:40] <SB-X> ...is the shrine down and left from trinsic
[11:27:06] <Yuv422> its got 195 :(
[11:29:27] <SB-X> that still fits +2 then
[11:29:32] <SB-X> 197 is Honor
[11:30:08] <Yuv422> let me check the a known npc
[11:30:29] <Yuv422> -the
[11:32:55] <Yuv422> are you sure about those converse numbers?
[11:33:15] <Yuv422> maybe the whole of converse.b is +2 ??
[11:33:33] <Yuv422> what number does converse.b kick in at?
[11:34:39] <SB-X> 99
[11:35:00] <SB-X> it doesnt start with and 0 offsets
[11:35:03] <SB-X> any*
[11:35:12] <SB-X> converse.a ends at 98
[11:35:24] <SB-X> the npc numbers match
[11:35:33] <SB-X> up to 188 i think
[11:35:53] <Yuv422> then what happens?
[11:36:12] <Yuv422> maybe you miss counted two offsets?
[11:36:27] <SB-X> then there is nothing at 188
[11:36:37] <SB-X> and 189 starts after 187
[11:37:18] <SB-X> that would only be 1 offset wrong if that is miscounted
[11:38:26] <Yuv422> ah k
[12:01:27] <Yuv422> just found an actors Exp. :)
[12:01:43] <Yuv422> from 0xc00 in objlist
[12:02:37] <SB-X> experience?
[12:03:13] <Yuv422> yes
[12:03:41] <Yuv422> I've got str, dex, int and hp
[12:03:52] <Yuv422> looking for magic now
[12:03:53] * SB-X cheers.
[12:05:37] <Yuv422> hmm might have found magic
[12:06:44] <Yuv422> 0x13f2
[12:06:57] <Yuv422> hmm bit of a strange offset
[12:11:37] <Yuv422> was there a max number of actors in your party at any given time?
[12:11:55] <SB-X> 6
[12:12:27] <Yuv422> ah k
[12:19:53] <Yuv422> there appears to be room in objlist for 16 party members. :)
[12:20:35] <SB-X> thats great
[12:20:59] <SB-X> nuvie can expand it even more, but you wont be able to add your higher number party members to the original u6
[12:21:05] <SB-X> im tired i have to go
[12:21:13] <Yuv422> righto
[12:21:18] <SB-X> i didnt get aroung to getting cvs to work
[12:21:21] <SB-X> ill do it tomorrow
[12:21:22] <Yuv422> have you checked your
[12:21:24] <Yuv422> ah k
[12:21:26] <Yuv422> np
[12:21:30] <SB-X> cya
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[12:21:32] <Yuv422> cya
[13:39:35] <Yuv422> time for bed
[13:39:36] <Yuv422> cya
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