#nuvie@irc.freenode.net logs for 11 Aug 2003 (GMT)

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[00:31:36] --> Kirben has joined #nuvie
[00:55:36] --> Yuv422 has joined #nuvie
[00:57:52] <Yuv422> I'm going to rejig the screen code a little to update the scaled surface once per cycle
[00:58:30] <Yuv422> at the moment it scales up each area per call to blit
[02:04:01] <SB-X> hey yuv
[02:04:09] <Yuv422> hey
[02:04:11] <SB-X> did you know that the mapwindow code freezes if you go to the edge of a map?
[02:04:25] <Yuv422> I do now. ;)
[02:04:43] <SB-X> heh i mentioned it a few hours ago talking to myself
[02:04:47] <SB-X> so its in the log
[02:04:50] <Yuv422> that doesn't surpise me
[02:05:05] <SB-X> it is easy to do that in dungeons, which is how i noticed it (put in code to enter the various dungeons)
[02:05:08] <Yuv422> I've got to fix the whole map code
[02:05:14] <Yuv422> fix up blacking
[02:05:21] <SB-X> its broken?
[02:05:24] <Yuv422> and add map wrapping for MD
[02:05:38] <SB-X> the only thing i saw about blacking is that it only does it for the avatar (not if you control another actor)
[02:05:39] <Yuv422> blacking is broken
[02:05:42] <Yuv422> well
[02:05:46] <Yuv422> not working correctly
[02:05:58] <Yuv422> hmm
[02:06:05] <Yuv422> I'll have to fix that too. :)
[02:06:41] <SB-X> when you add map wrapping that should fix the freeze that we get now near the edges, and on u6 it will just draw "nothing" instead of wrapping
[02:07:00] <Yuv422> yeah
[02:07:11] <Yuv422> that's what it does now for the bottom and right
[02:07:29] <Yuv422> but I must have forgotten to fix the upper and left sections
[02:07:33] <SB-X> the cyclops cave is near the left
[02:07:46] <Yuv422> do you have coords
[02:09:00] <Yuv422> I'm going to take screen::update() out of blit and make the code manually do an update this should fix the redundant updating.
[02:09:07] <Yuv422> might speed things up a bit too.
[02:09:17] <SB-X> ok
[02:09:20] <SB-X> 27 6e 1
[02:09:27] <SB-X> then go down and use the ladder
[02:09:34] <SB-X> then go down and left below the table
[02:09:38] <Yuv422> righto
[02:09:39] <SB-X> and keep going left past the next ladder
[02:09:49] * Yuv422 tires it.
[02:09:56] <Yuv422> tries
[02:11:35] <Yuv422> yup it's locked up good. :)
[02:12:46] <SB-X> if cur_x + width == 0, the drawObjSuperBlock makes x jump to 65535 and it is never false
[02:13:08] <SB-X> or something like that
[02:13:18] <Yuv422> yeah
[02:13:48] <Yuv422> maybe I should fix the map before putting the GUI in. :)
[02:14:10] * Yuv422 has a big OK button hardcoded on to the map window ATM ;)
[02:14:31] <SB-X> really? interesting :)
[02:14:40] <SB-X> is that an interface test
[02:14:49] <Yuv422> yeah
[02:15:19] <Yuv422> I'm using GUIlib
[02:15:29] <Yuv422> I'll get the link
[02:15:44] <SB-X> i thought about gui ideas too, for the nuvie menu and setup things
[02:15:49] <SB-X> but i didnt know about guilib whats that?
[02:16:05] <Yuv422> just a simple gui system for SDL
[02:17:27] <Yuv422> GUILib is quite primative
[02:17:46] <SB-X> we using it?
[02:17:51] <SB-X> extended
[02:18:01] <Yuv422> but it is a good starting point
[02:18:12] <Yuv422> http://www.libsdl.org/projects/GUIlib/
[02:18:20] <Yuv422> yeah I'm fixing it up a bit
[02:18:33] <Yuv422> adding some bits here and there
[02:19:00] <SB-X> seems like i saw something else like that for sdl
[02:19:07] <SB-X> maybe that was it
[02:19:18] <SB-X> oh
[02:19:20] <SB-X> SDL_gui
[02:19:22] <Yuv422> I thought it was better to have an inbuilt gui system so people don't have to download yet another lib to compile nuvie
[02:19:31] <Yuv422> any good?
[02:19:37] <SB-X> i didnt use it
[02:19:43] <SB-X> i just looked at their screenshots
[02:20:00] <SB-X> the demo is a chat program
[02:20:05] <Yuv422> do you think I should make the exisiting graphical elements GUI items?
[02:20:32] <Yuv422> wGui looks nice too
[02:20:43] <Yuv422> but it is quite a bit bigger.
[02:21:24] <SB-X> can the existing graphical elements interoperate with the new GUI items?
[02:21:38] <SB-X> whatever is easiest
[02:22:09] <SB-X> what i thought of before was just to extend the ViewManager and Views so that there is also a UIView
[02:22:21] <SB-X> but thats quite different from using guilib
[02:22:40] <Yuv422> some of the other gui systems don't look like they would handle our low res too well
[02:22:58] <SB-X> i still havnt compiled pu6e yet
[02:23:03] <SB-X> because of the dependancies and im too lazy
[02:23:21] <Yuv422> maybe we should covert the existing views into GUI widgets
[02:23:37] <Yuv422> and have a central event handler
[02:23:44] <Yuv422> then we could have drag and drop. :)
[02:23:45] <SB-X> yes for any input type
[02:23:50] <SB-X> ya:)
[02:23:57] <SB-X> that is simplest when we want to have nuvie enhanced mode
[02:23:59] <SB-X> and classic mode
[02:24:05] <Yuv422> drag items from the inventory onto the map
[02:24:15] <Yuv422> or onto another party member. :)
[02:24:32] <SB-X> or... into the lake?
[02:24:53] <SB-X> well that would be a game enhancement
[02:24:53] <SB-X> hehe
[02:24:58] <Yuv422> if you like to throw away your glass swords like that sure. ;)
[02:25:04] <SB-X> Drop-Vortex Cube : It sunk!
[02:25:18] <SB-X> better get the fishing rod
[02:25:20] <Yuv422> :)
[02:25:25] <Yuv422> Opps
[02:25:42] <Yuv422> Use: rod
[02:25:47] <Yuv422> you find a vortex Cube!
[02:26:15] <SB-X> heh heh
[02:26:17] <SB-X> "a" vortex cube
[02:26:47] <Yuv422> what are we going to do with disposable items?
[02:26:48] <SB-X> thats like a Lord British isnt it? :)
[02:27:03] <SB-X> disposable?
[02:27:09] <Yuv422> in the original all coversation items were disposable I think.
[02:27:20] <SB-X> there should be a flag
[02:27:41] <Yuv422> items that disappear from the map when you move away from them
[02:27:45] <SB-X> at the moment objects are never cached out are they?
[02:28:01] <Yuv422> also a chest of drawers has a weight!? :)
[02:28:05] <Yuv422> nope
[02:28:12] <Yuv422> everything is kept
[02:28:17] <SB-X> one interesting thing i saw when i played the original recently
[02:28:23] <SB-X> you -can- pick up graves
[02:28:34] <SB-X> as long as they have something in them
[02:28:44] <SB-X> after you get the contents out it is "not possible" to pick them up, as expected
[02:29:03] <Yuv422> can you pickup the stone lion in LB's castle?
[02:29:42] <Yuv422> that's why I thought it was weight related ie 0 weight is ungetable
[02:29:57] <Yuv422> but a chest of drawers has weight but in the original it was ungettable
[02:30:54] * SB-X boggles.
[02:30:59] <SB-X> yes, yes you can pickup the stone lion
[02:31:03] <SB-X> :D
[02:31:14] <SB-X> now if i get the scroll...
[02:31:30] <Yuv422> I've changed nuvie to dissallow that kind of think
[02:31:34] <SB-X> yeah
[02:31:41] <SB-X> hehe
[02:31:45] <SB-X> after i drop the stone lion in another room
[02:31:47] <SB-X> and search it
[02:31:50] <SB-X> i can no longer get it
[02:31:51] <Yuv422> but that doesn't fix the chest of drawers issue. :(
[02:31:55] <SB-X> Get-a stone lion : Not possible
[02:32:10] <SB-X> now they will have to deal with it in the center of the hall
[02:32:27] <Yuv422> hehe
[02:33:29] <SB-X> the chest of drawers doesnt have weight
[02:33:52] <Yuv422> really?
[02:34:08] <SB-X> hmm
[02:34:11] <SB-X> no idea why not
[02:34:20] <SB-X> the logic that you are using in nuvie is correct
[02:34:31] <SB-X> but for the chests they dont have weight even if something is in them
[02:34:33] <SB-X> they arent really containers
[02:34:37] <SB-X> are they?
[02:34:41] <SB-X> you cant drop things on them
[02:34:48] <SB-X> or move things to them
[02:35:24] <Yuv422> when I look at the chest of drawers it says it weighs 25.5 stones
[02:35:45] <SB-X> in nuvie?
[02:35:48] <Yuv422> well nothing stopping up allowing things back into chests
[02:35:56] <Yuv422> yes
[02:36:06] <SB-X> in the original it doesnt
[02:36:17] <SB-X> its considered a container and its items figure into the weight in nuvie
[02:36:51] <Yuv422> it has a weight in the tileflag weight table
[02:37:04] <Yuv422> based on its object number
[02:37:30] <SB-X> do you think they had some exception for that in the original?
[02:37:33] <SB-X> for drawers
[02:37:48] <Yuv422> do you like the new lute playing and twitching BTW?
[02:37:49] <SB-X> that or they have some if(object=??) test and they forgot to include chest of drawers
[02:37:54] <Yuv422> I think so
[02:38:09] <Yuv422> I thought maybe there was another flags for gettable someware
[02:38:10] <SB-X> yes i like when the NPCs seem alive :)
[02:38:25] <Yuv422> but it doesn't seem to make sence as you can get the lion
[02:38:41] <Yuv422> based on the scroll having weight
[02:39:16] <SB-X> other thing i was thinking of besides dungeon-entering(which ive been doing) and ViewManager/GUI is actor frames
[02:39:33] <SB-X> a simple standard set of frames for all actors
[02:39:37] <SB-X> is what we will need
[02:39:43] <Yuv422> do you want to do actor frames?
[02:40:13] <Yuv422> we'll need support for actors sleep and monster frames
[02:40:16] <SB-X> you should be able to set any actor to SIT, STAND, ATTACK, or whatever, and they all are updating correctly no matter what direction they are facing or how many tiles they have
[02:40:41] <Yuv422> yes
[02:40:50] <SB-X> i would do it if you dont want to do it yet :)
[02:41:00] <SB-X> we have lots of other things to do
[02:41:02] <SB-X> heh
[02:41:02] <Yuv422> ok
[02:41:17] <SB-X> besides fixing bugs in things ive already been working on :)
[02:41:24] <Yuv422> I'm a bit busy with blacking, map issues gui etc. ;)
[02:42:10] <Yuv422> we need to fix sleep too
[02:42:35] <Yuv422> so actors show the laying down object when they sleep on anything other than a bed
[02:42:35] <SB-X> where they stand on the bed?
[02:42:39] <SB-X> oh
[02:42:42] <SB-X> that too
[02:43:05] <SB-X> they dont all have sleep frames do they?
[02:43:13] <Yuv422> one interesting thing I found in MD
[02:43:14] <SB-X> some of them just show the generic frame
[02:43:20] <SB-X> like a peasant or a woman
[02:43:21] <Yuv422> nope
[02:43:28] <SB-X> same for corpses
[02:43:30] <Yuv422> only the human actors
[02:43:35] <Yuv422> yes
[02:43:48] <Yuv422> do you have a copy of the tileset image
[02:43:56] <Yuv422> ?
[02:43:58] <SB-X> ive got u6tiles.gif
[02:44:04] <Yuv422> that comes in handy when looking for frames etc.
[02:44:07] <Yuv422> yes that's it
[02:44:07] <SB-X> is that in order?
[02:44:45] <Yuv422> in MD when you start in the capsule an actor is already in your party but he is sitting at the other capsule
[02:44:51] <Yuv422> yes
[02:45:08] <SB-X> cool, wasnt sure
[02:45:12] <SB-X> i didnt play MD
[02:45:14] <Yuv422> so in nuvie he runs up to meet you as you move towards the other space capsule
[02:45:16] <SB-X> where is the other capsule?
[02:45:18] <SB-X> oh?
[02:45:19] <SB-X> hehe
[02:45:25] <SB-X> i guess thats not correct
[02:45:26] <SB-X> but its neat
[02:45:31] <Yuv422> but in the original he waits till you talk to him
[02:45:55] <Yuv422> I think they did that so he would auto join you party
[02:46:15] <SB-X> you think its a special case or a command in the script to start following?
[02:46:32] <SB-X> maybe actors in the party dont follow if their worktype doesnt allow
[02:46:42] <SB-X> but then nuvie should handle that already
[02:46:45] <Yuv422> ah yeah
[02:47:04] <Yuv422> yeah party on follows on a 0x1 worktype, right?
[02:47:04] <SB-X> basically what i would wonder is if his data in objlist is different from the others'
[02:47:12] * SB-X shrugs.
[02:47:22] <Yuv422> I might check that later
[02:47:32] <SB-X> ok:)
[02:47:43] <Yuv422> Nema is a good sleeping without a bed check
[02:48:00] <Yuv422> as she will fall asleep while you're talking
[02:48:08] <SB-X> it should be when you say bye
[02:48:40] <Yuv422> so Actor will need to handle sleep, dead, paralysed etc
[02:48:51] <Yuv422> poisoned, invisible
[02:50:00] <Yuv422> and actors should talk when asleep. :)
[02:50:12] <SB-X> what would happen now?
[02:50:37] <Yuv422> I think they still talk to you
[02:50:43] <Yuv422> :)
[02:50:49] <SB-X> oh
[02:50:51] <SB-X> shouldn't*
[02:51:01] <Yuv422> hehe
[02:51:04] <SB-X> how does it handle talking to a cyclops
[02:51:09] <SB-X> you cant ttalk to the other cyclops
[02:51:12] <Yuv422> yeah I can talk to LB when he's in bed
[02:51:27] <Yuv422> you've got to hit the bottom left frame
[02:51:32] <Yuv422> tile
[02:51:36] <SB-X> can you talk to all of the cyclops?
[02:51:42] <Yuv422> bottom right
[02:51:45] <Yuv422> sorry
[02:52:03] <SB-X> can you talk to the dumb cyclops?
[02:52:08] <SB-X> that want to hurt you
[02:52:20] <SB-X> how does it know the difference between them?
[02:52:26] <SB-X> they look the same
[02:52:26] <Yuv422> they should just me monsters
[02:52:29] <SB-X> stupid question probably
[02:52:40] <Yuv422> they will have a monster NPC num
[02:52:45] <Yuv422> ;)
[02:52:50] <Yuv422> temp acotr
[02:52:50] <Yuv422> actor
[02:53:13] <SB-X> are monsters and npc's going to be subclassed?
[02:53:20] <SB-X> subclasses*
[02:53:47] <SB-X> i dont know the reasons to do that or not to yet
[02:54:43] <SB-X> i put in sundials too
[02:55:08] <SB-X> exactly the same as clocks but only work in certain hours
[02:57:06] <Yuv422> cool
[02:57:22] <Yuv422> I'm not sure about monsters yet either
[02:57:40] <Yuv422> but as any actor can be an enemy in combat they are closly related
[02:57:49] <Yuv422> maybe we should subclass for neatness
[02:58:04] <Yuv422> probably have to think about combat first.
[02:58:24] <Yuv422> darkness is another feature that needs doing
[02:58:42] <Yuv422> I still want to have alpha blended darkness
[02:58:47] <SB-X> me too
[02:58:48] <Yuv422> it might be a bit cpu intensive though
[02:58:57] <SB-X> we can have both?
[02:58:58] <SB-X> :)
[02:59:07] <SB-X> a couple other things have to be done before i can commit dungeon-entering
[02:59:09] <Yuv422> we also need to consider some other screen effects like rain
[02:59:13] <Yuv422> sure
[02:59:21] <Yuv422> np
[02:59:27] <SB-X> i have to go watch Big O now
[02:59:32] <SB-X> bbl
[02:59:38] --- SB-X is now known as sbx|afk
[02:59:41] <Yuv422> Big O?
[02:59:47] <Yuv422> k
[02:59:52] <sbx|afk> Cast in the name of God, ye not guilt!
[02:59:55] <sbx|afk> guilty*
[02:59:56] <sbx|afk> hehe
[03:00:06] <sbx|afk> IT'S SHOWTIME!
[03:00:08] <sbx|afk> ...
[03:00:09] <sbx|afk> bbl
[03:00:27] * Yuv422 wonders what sbx is going on about.
[04:00:08] --- sbx|afk is now known as sbx
[04:01:09] <sbx> b
[04:06:55] <sbx> teleport doesn't work with all the coordinates in my list
[04:15:52] <Yuv422> huh?
[04:16:17] <Yuv422> maybe you are trying to land on a blocked tile?
[04:18:16] <sbx> i know that doesnt work
[04:18:20] <sbx> let me try some of these coords...
[04:20:16] <sbx> Jhelom (Main Dock)..............................a0,36b,0
[04:20:37] <Yuv422> there are some wired blocking tiles in docks
[04:20:42] <Yuv422> have you noticed that?
[04:21:00] <sbx> dont remember if i saw any of those
[04:21:03] <sbx> i can walk to that location
[04:21:08] <sbx> and call it up with alt-213
[04:21:19] <sbx> 0a036b0
[04:21:20] <Yuv422> hmm
[04:21:25] <Yuv422> let me try
[04:21:46] <sbx> i put some printfs in a while back and i know that it is receiving the coords correctly
[04:21:53] <sbx> the altcode event is anyway
[04:22:00] <sbx> but move doesnt work
[04:22:21] <Yuv422> there is a person there
[04:22:30] <Yuv422> at that location
[04:22:43] <Yuv422> try a0 36c 0
[04:22:59] <Yuv422> oh dear
[04:23:13] <Yuv422> there is some grphical glitches with the ships here. :(
[04:23:35] <sbx> hehe
[04:23:36] <sbx> i see
[04:23:49] <sbx> how does it handle ships?
[04:23:54] <sbx> is it multiple objects on the map?
[04:24:02] <sbx> (just graphically i mean)
[04:24:03] <Yuv422> it hasn't been an issue before
[04:24:08] <Yuv422> it might be a force tile issue
[04:24:16] <Yuv422> I'll have a look at it later
[04:24:19] <sbx> oh it just works then
[04:24:22] <sbx> :)
[04:24:57] <Yuv422> I think we need a TODO list
[04:24:58] <Yuv422> :)
[04:25:05] <Yuv422> what do you think?
[04:25:07] <sbx> yep
[04:25:10] <sbx> i have my own
[04:25:20] <sbx> or... a few actually
[04:25:41] <Yuv422> How about we create one in cvs
[04:25:45] <sbx> TODO TODO.moveusecode TODO.party TODO.usecodearea TODO.pathfind
[04:25:48] <sbx> good idea
[04:26:05] <Yuv422> we can assign tasks to people to
[04:26:20] <Yuv422> so others know who will be working on what.
[04:26:36] <sbx> is there a tracker for that?
[04:26:42] <Yuv422> true
[04:27:05] <Yuv422> but then I've got to log into SF. :)
[04:27:28] <sbx> so teleport should have ACTOR_FORCE_MOVE?
[04:28:19] <Yuv422> if you want to land on top of actors, yes
[04:28:31] <sbx> i think the original would allow anything
[04:28:35] <sbx> even onto walls
[04:28:39] <sbx> and water
[04:28:56] <sbx> i dont remember how actors were handled
[04:29:06] <Yuv422> it would make things easier I guess
[04:35:07] <Yuv422> I've added a sdl_surface into RenderSurface so the GUI can work with the unscaled surface
[06:18:59] * Yuv422 tweeks nuvie's wait interval and gets a 50% cpu saving :)
[06:19:17] <sbx> oh?
[06:19:20] <sbx> that sounds great
[06:19:33] <sbx> whats the wait interval?
[06:19:51] <Yuv422> NUVIE_INTERVAL in event.h
[06:19:51] <sbx> something to do with event polling?
[06:19:59] <sbx> hmm
[06:20:11] <Yuv422> the time nuvie waits for each game loop
[06:20:37] <Yuv422> I only scale the updated rects now
[06:20:53] <Yuv422> which is currently the mapwindow and the message scroll cursor
[06:21:04] <Yuv422> so that might save a few cpu cycles too.
[06:21:13] <Yuv422> it's hard to say on my machine.
[06:21:18] <sbx> ooh
[06:21:19] <sbx> i bet
[06:21:26] <sbx> i cant really update now
[06:21:32] <sbx> my copy is out of sync
[06:21:41] <Yuv422> I haven't commited them yet
[06:21:45] <sbx> oh
[06:21:46] <sbx> heh
[06:21:46] <sbx> ok
[06:21:50] <sbx> i need to go now anyway
[06:21:54] <sbx> see you later
[06:21:56] <Yuv422> as I've got GUI stuff all over the place
[06:21:59] <Yuv422> righto
[06:22:00] <Yuv422> cya
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[08:40:46] <Yuv422> bbl
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[20:51:03] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
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