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

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[08:43:02] <SB-X> heya yuv
[08:43:09] <Yuv422> hey
[08:43:14] <Yuv422> How's things?
[08:44:05] <SB-X> i'm just about to fix the non-stop turning crank
[08:44:22] <Yuv422> I need a way of checking if the party is in a vehicle
[08:44:25] <Yuv422> ah k cool
[08:44:31] <Yuv422> how are you fixing it?
[08:44:45] <SB-X> i didn't know how else to loop tiles backwards so theres another rgame_counter in tilemanager
[08:44:53] <SB-X> added method to start/stop animations of a tile_num
[08:45:20] <Yuv422> loop tiles backwards?
[08:45:55] <SB-X> the crank turns different directions if your opening or closing the drawbridge
[08:46:16] <Yuv422> ah k I never noticed that.
[08:46:21] <SB-X> but i don't know if theres any data to read that tells us what tiles don't start animated, so i had to put in specific case for the crank
[08:46:49] <Yuv422> yeah I think it was hard coded
[08:47:00] <Yuv422> you might want to fix bells too while your at it.
[08:47:26] <SB-X> heh good idea forgot about the bell
[08:47:55] * SB-X cheers because he can add new usecode for the bell too.
[08:49:25] <SB-X> for vehicle i recommend a function that calls an Actor function for each party member
[08:49:54] <SB-X> Actor::in_vehicle() Actor::get_hidden(), however you did it
[08:49:56] <Yuv422> how do you mean?
[08:50:09] <Yuv422> when the game loads I need to know if the party is in a boat
[08:50:30] <SB-X> oh from the savegame :)
[08:51:03] <SB-X> can you tell from worktypes who is being controlled? i think we played around with that before
[08:51:17] <Yuv422> yeah maybe
[08:51:21] <Yuv422> I'll check that
[08:51:28] <SB-X> and if actor0 is being controlled that implies you're in a vehicle
[08:51:54] <Yuv422> I might just check to see if actor0 is set ot any of the vehicle obj_ns
[08:52:19] <Yuv422> I think that actor 0 is not listed in the party when it is being used.
[08:52:28] <Yuv422> I'll need to do some more checs
[08:52:32] <Yuv422> checks
[08:52:39] <Yuv422> bbl getting some food
[08:55:11] <servus> See if the player is in water, as a hacky way of doing it. :P
[09:23:07] <Yuv422> the problem is that when you get out of the boat the game leaves actor 0 in the water with the boat. :(
[09:37:40] <SB-X> on the plus side, the i can ring the bell in britain now
[09:37:44] <SB-X> i can*
[09:37:55] <Yuv422> cool
[09:38:08] <SB-X> just needs sound effects
[09:38:15] <Yuv422> hehe
[09:38:31] <Yuv422> I'm still waiting for my FM-Towns U6 to arrive
[09:38:41] <Yuv422> hopefully next week
[09:41:34] <SB-X> that reminds me of another interface addition we can add from that, the mouse-driven talk menus
[09:41:45] <Yuv422> yeah
[09:45:07] <Yuv422> interesting.
[09:45:14] <Yuv422> ship has the work type 2
[09:45:18] <Yuv422> when you are using it
[09:45:31] <Yuv422> so maybe we should keep the actor as the player
[09:45:40] <Yuv422> and have the ship follow the actor.
[09:45:52] <Yuv422> hmm that would probably be more complicated
[09:46:08] <Yuv422> or maybe we could forcemove them to the avatar
[09:46:09] <SB-X> :\
[09:46:27] <Yuv422> but the avatar would then need to know how to walk on water.
[09:47:10] <SB-X> why does it have to change?
[09:47:39] <Yuv422> I guess it doesn't really
[09:48:01] <Yuv422> I'm just trying to work out how the original would have done it
[09:48:56] <SB-X> i think we have been on to it the way youve been doing it up to now
[09:49:04] <SB-X> is worktype 2 used by anything else?
[09:49:21] <Yuv422> worktype 2 is player
[09:49:47] <Yuv422> in boat both avatar and ship are set to worktype 2
[09:49:50] <SB-X> oh
[09:50:14] <Yuv422> the rest of the party are set to 1 which is follow player
[09:51:29] <SB-X> you can detect that you're in the boat that way right?
[09:51:36] <Yuv422> yes
[09:51:38] <Yuv422> I think so
[09:52:00] <SB-X> what if you set another NPC in the party to worktype 2 and the avatar to worktype 2 and load it in u6?
[09:52:06] <Yuv422> when you are out of the boat actor 0 has worktype 0
[09:52:07] <Yuv422> nothing
[09:52:21] <Yuv422> yeah I'll try that now
[09:53:59] <Yuv422> looks like sourceforge's anonymous cvs servers are totally overloaded. :(
[09:56:45] <SB-X> i havn't tried to use it today
[09:58:15] <Yuv422> it seems to try and control the two actors for a bit
[09:58:23] <Yuv422> then it reverts back to the avatar
[09:59:31] <SB-X> i see
[09:59:43] <SB-X> sounds like when you set just one of them to it
[09:59:54] <Yuv422> yeah
[10:00:16] <SB-X> so thats not the only place in the objlist that tells who you're controlling or if your on a ship
[10:00:28] <SB-X> did you know that the drawbridge chain at LB's castle constains a tangle vine, reaper, and a dog?
[10:00:47] <Yuv422> really?
[10:00:50] <Yuv422> weird
[10:01:54] <SB-X> the ones next to the cranks, according to the debug output :)
[10:02:33] <Yuv422> maybe that is used to control the dimentions of the drawbridge?
[10:03:46] <SB-X> what do you mean?
[10:03:59] <SB-X> oh i get it i think
[10:04:01] <Yuv422> how big the drawbridge is
[10:04:13] <Yuv422> or where it goes when it transforms
[10:04:48] <SB-X> interesting
[10:05:14] <SB-X> what do y and z of an object in a container mean?
[10:05:18] <SB-X> they seem odd for coords
[10:05:30] <Yuv422> not sure
[10:05:59] <SB-X> the crank or drawbridge doesnt have the container bits
[10:06:50] <servus> Objects in Ultima 6 certainly have height -- you can't fly over all of them, can you?
[10:07:44] <SB-X> your vehicle has a movement mode that defines what kinds of things it can fly over
[10:07:50] <Yuv422> well they have a drawing order
[10:07:57] <SB-X> and thats matched to tileflags
[10:07:59] <Yuv422> with is normal or top tile
[10:08:42] <SB-X> oops, wasn't thinking about flying under them :)
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[10:22:32] <Yuv422> I've got to find land to unload the party now
[10:24:53] <SB-X> finding a nearby tile isnt as easy as finding a nearby object is it?
[10:24:55] <servus> My physics engine works entirely, I can't get my bouncy ball to fall out of my world, yay!!
[10:25:22] <Yuv422> I was just going to test for land passability
[10:25:45] <Yuv422> on the four adjacent map squares
[10:25:56] <servus> Aren't there 8 adjacent squares?
[10:25:59] <servus> (Diagonal)
[10:26:11] <SB-X> oic
[10:26:11] <SB-X> servus: how bouncy?
[10:26:19] <servus> Extremely bouncy.
[10:26:31] <servus> Mass = 0.5kg, Resiliency = 50 units
[10:27:11] <servus> It's a simple little room with lots of interesting geometry in it, with a bouncy ball being flown around in it... Now I have to make the objects interact so that the ball will knock over candles, etc :P
[10:27:40] <servus> Rotational velocity, torque, angular momentum, oblique impacts, disproportionate momentum, UGHHHHH
[10:27:47] <Yuv422> yeah discounting the diagonal tiles
[10:28:14] <SB-X> what if there is only a diagonal tile? :)
[10:28:29] <Yuv422> don't let the party unload
[10:28:57] <servus> In the original u6, wouldn't the party members step several tiles inland to make room for the last members to unload?
[10:29:14] <Yuv422> yeah
[10:29:17] <servus> Why not let them unload anywhere, one-by-one, and implement an actor::push_actor( actor ) method?
[10:29:27] <servus> It'd be useful for the player as well:)
[10:30:12] <SB-X> i think push_actor() would be the cause of all the fights in the jhelom bar
[10:30:15] <servus> The push_actor method would make the "pushee" move anywhere open, including the spot of the "pusher" which will be open momentarily... Seems easy enough, and that'll solve your problems, in an extensible way, no doubt.
[10:30:44] <SB-X> what were the problems again?
[10:31:29] <servus> You seemed to be having problems finding open space for the party to unload, and it seems that you already have all the resources available to readily solve the problem, so... I'm not sure. :)
[10:33:39] <SB-X> Yuv422: problem solved? :)
[10:33:40] <Yuv422> hehe it's not a problem I've just got to get aournd to implementing it. :)
[10:33:49] <SB-X> i see
[10:34:05] <SB-X> and im just looking some webpages and not helping with that at all
[10:34:13] <SB-X> -_-
[10:34:24] <Yuv422> hehe :P
[10:34:37] <SB-X> push_actor() sounds fun though
[10:36:54] <Yuv422> yeah. It'd like to see a pushing deadlock. ;)
[10:37:14] <Yuv422> bool Actor::is_at_position(Obj *obj)
[10:37:24] <Yuv422> I've just added this method
[10:39:01] <SB-X> what does it do?
[10:39:45] <Yuv422> just checks the actors position against the obj position
[10:39:57] <Yuv422> bool Actor::is_at_position(Obj *obj)
[10:39:57] <Yuv422> {
[10:39:57] <Yuv422> if(obj->x == x && obj->y == y && obj->z == z)
[10:39:57] <Yuv422> return true;
[10:39:57] <Yuv422>
[10:40:00] <Yuv422> return false;
[10:40:01] <Yuv422> }
[10:40:20] <Yuv422> if(ship_actor->obj_n == obj->obj_n && ship_actor->is_at_position(obj)) // get out of boat
[10:40:20] <Yuv422> {
[10:40:50] <Yuv422> that's my test to see if we are already in the boat
[10:40:51] <SB-X> is there one like that in ObjManager?
[10:41:03] <Yuv422> this is actor based
[10:41:10] <SB-X> ooh i see now
[10:41:12] <SB-X> ok
[10:43:10] <Yuv422> inline bool U6UseCode::use_boat_find_land(uint16 *x, uint16 *y, uint8 *z)
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[11:14:44] <Yuv422> hi wjp
[11:14:53] <wjp> Yuv422: I created a diff from phorum 3.3.2c to exult's phorum
[11:15:03] <wjp> it doesn't even begin to apply to 3.4.4 :/
[11:15:08] <wjp> hi, btw :-)
[11:15:15] <Yuv422> ah k.
[11:15:17] <Yuv422> np
[11:15:33] <Yuv422> thanks for looking anyway.
[11:21:02] <wjp> I might port the patch sometime if I decide to work on exult's phorum again
[11:21:13] <Yuv422> hehe
[11:21:16] <Yuv422> no rush
[11:21:16] <wjp> there are some feature requests for it I'd like to implement
[11:21:32] <Yuv422> maybe you should work on version 5
[11:21:36] <wjp> (some of which appear to be in phorum 3.4.4 already)
[11:21:58] <wjp> anyway, back to studying :-)
[11:21:58] <wjp> bye
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