[00:43:05] <-- Malignant_Manor has left IRC (Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901])
[03:58:41] --> Kirben has joined #nuvie
[04:52:37] <-- exultbot has left IRC (signing off...)
[04:53:54] --> exultbot has joined #nuvie
[04:53:54] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[04:53:54] --- Topic for #nuvie set by unknown at Thu May 29 19:24:17 2008
[11:19:22] --> Yuv422 has joined #nuvie
[11:49:42] <Yuv422> hmm the cow's in member:identifier:malignant_manor's save have the player work type
[11:50:46] --> TheCycoONE has joined #nuvie
[12:59:22] <-- Yuv422 has left IRC (Quit: Yuv422)
[13:48:22] <-- Kirben has left IRC ()
[21:11:18] <-- TheCycoONE has left IRC (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/)
[21:21:58] --> Yuv422 has joined #nuvie
[21:24:17] --> Malignant_Manor has joined #nuvie
[21:24:52] <Malignant_Manor> I have a fix for removing roofs for doors.
[21:25:10] <Yuv422> ah k
[21:25:18] <Malignant_Manor> The blacked out tiles aren't visible to the engine so I just search of floor tiles.
[21:25:45] <Malignant_Manor> The castle courtyard messes that up though so I needed to restrict a rectangle.
[21:26:13] <Malignant_Manor> I enlarged the rectangle so that Daniels roofs are shown nicely in the center area.
[21:28:45] <Malignant_Manor> This removes the doors at the same time the blacking is removed except for that rectangle.
[21:29:01] <Yuv422> I was thinking of adding a special roof tile that was invisible that asked for the roof to come off
[21:29:28] <Malignant_Manor> That sounds like more work.
[21:29:58] <Malignant_Manor> That's probably more efficient though.
[21:30:55] <Yuv422> then you just add that tile where you want the roof tiles to come off
[21:31:27] <Malignant_Manor> You would need several tiles for each roof though.
[21:31:41] <Malignant_Manor> Here's my code change. http://pastebin.com/8KDG7P3z
[21:32:17] <Malignant_Manor> Can you even test that atm?
[21:33:44] <Malignant_Manor> I can't test that at optimization level 2 to see if there is a difference because I can't adjust makefile.mingw right.
[21:34:44] <Malignant_Manor> I did it earlier and the file size and performance is much better than recent code so I know that I'm not compiling at o2 properly right now.
[21:38:06] <Yuv422> did you add -O2 to CPPFLAGS in Makefile.mingw
[21:40:39] <Malignant_Manor> no but exult doesn't have it either
[21:40:44] <Malignant_Manor> I will try again
[21:43:53] <Yuv422> I think the floor tile patch is a bit too fragile to use
[21:43:59] <Yuv422> and bound to U6
[21:44:23] <Malignant_Manor> Fragile?
[21:44:43] <Yuv422> because it is based on floor tiles
[21:46:25] <Malignant_Manor> I guess for mods but will people actually mod?
[21:46:50] <Malignant_Manor> Pretty much all fan projects don't even release
[21:47:44] <Yuv422> I'll put it in with a FIXME
[21:47:49] <Malignant_Manor> Maybe we can have lua change the use the unknown tile flag3
[21:48:14] <Yuv422> then if I get inspired I'll add the tile flags to roof tiles
[21:48:16] <Malignant_Manor> TILEFLAG_UNKNOWN_3_5
[21:48:27] <Yuv422> otherwise it will work as is
[21:48:42] <Yuv422> is 3_5 ever set in the original data
[21:48:50] <Malignant_Manor> I have no idea
[21:48:56] <Malignant_Manor> It might be raised floors
[21:49:10] <Yuv422> let me check
[21:50:12] <Malignant_Manor> Oh, yeah, then we have the problem of some of the existing flags
[21:51:20] <Malignant_Manor> could we just add an addition flag or a list that could be read in from a dehardcoded file
[22:02:16] <Yuv422> your patch doesn't work if the door is open
[22:02:42] <Malignant_Manor> It only works if the door is open.
[22:03:18] <Yuv422> the isn't showing the roof on the little guard towers next to the draw bridge in LB's castle
[22:03:22] <Yuv422> if the door is open
[22:04:20] <Malignant_Manor> It's not supposed to if it wasn't blacked in the original
[22:05:11] <Yuv422> I thought the roof should come off only if you were right next to the open door
[22:05:26] <Yuv422> like the way windows work
[22:06:26] <Malignant_Manor> I figured it would allow you to actually see inside
[22:06:35] <Malignant_Manor> like in the original
[22:06:57] <Yuv422> hehe I kinda like it not showing until you next right next to it
[22:07:01] <Yuv422> brb
[22:07:16] <Malignant_Manor> Maybe add a range check
[22:11:25] <Malignant_Manor> Transparent roof tiles (visible when editing) like you wanted before would be better for that.
[22:12:33] <Malignant_Manor> Do we want to have a separate option to have roofs show when there is no blacking?
[22:20:52] <Yuv422> yeah so flood fill controls roof tiles
[22:21:00] <Yuv422> that might be a bit hard to code up
[22:21:19] <Malignant_Manor> I'm walking around with all the doors open and the roofs are hardly ever drawn.
[22:21:26] <Yuv422> I had an idea how we can do the open door thing
[22:22:16] <Malignant_Manor> It would be nice be visible within a few steps in case of combat though.
[22:22:17] <Yuv422> just look for a passable tile with a roof above it
[22:22:25] <Yuv422> that is adjacent to the player
[22:24:35] <Yuv422> yeah I prefer roofs to show unless you are next to a window or an open door
[22:24:41] <Yuv422> or you are under a roof tile
[22:24:58] <Yuv422> I don't mind if we have other roof modes as well
[22:25:35] <Malignant_Manor> I'm thinking something like this. http://pastebin.com/XESsvqZc
[22:33:18] <Yuv422> yeah
[22:33:22] <Yuv422> that would be nice
[22:33:39] <Yuv422> would you do that with smooth lighting?
[22:33:49] <Malignant_Manor> That gives enough plausible visibility
[22:34:29] <Malignant_Manor> and doesn't give npcs too much of an advantage if they are under a roof
[22:35:20] <Malignant_Manor> The draw roofs function already does some checking
[22:35:48] <Yuv422> is this an after 1.0 feature? ;-)
[22:35:52] <Malignant_Manor> That's probably the best place to add it
[22:35:58] <Malignant_Manor> probably
[22:36:30] <Yuv422> I had a look at your cow save
[22:36:51] <Yuv422> I think the cow bottoms might be a hang over from some other issues with multi-tile actors
[22:37:11] <Yuv422> I tried a new save and the cows spawned correctly
[22:37:52] <Malignant_Manor> Wierd
[22:37:57] <Yuv422> actually
[22:38:09] <Yuv422> maybe because the cows have a follow party work type
[22:38:10] <Malignant_Manor> An old save had the same problem
[22:38:14] <Yuv422> they might not get freed
[22:38:30] <Yuv422> I'll have to check it some more
[22:39:01] <Malignant_Manor> I'll start a new game and see if this is an issue
[22:41:18] <Malignant_Manor> Yeah, new game is okay
[22:41:32] <Malignant_Manor> So closing the tracker might be okay.
[22:43:25] <Yuv422> could you try one more thing
[22:43:28] <Yuv422> new save
[22:43:34] <Yuv422> visit the cows
[22:43:42] <Yuv422> then teleport away so they are cleared
[22:43:46] <Yuv422> then go back
[22:43:55] <Yuv422> to make sure they clear and respawn ok
[22:44:13] <Yuv422> I've got to go now
[22:44:40] <Yuv422> work beckons :(
[22:44:47] <Yuv422> cya
[22:44:49] <-- Yuv422 has left IRC (Quit: Yuv422)
[23:49:15] --> Kirben has joined #nuvie
[23:52:05] --> Dominus1 has joined #nuvie
[23:54:51] <-- Dominus has left IRC (Ping timeout: 244 seconds)
[23:55:46] --> Dominus has joined #nuvie
[23:56:07] <Kirben> Malignant_Manor: Just add -O2 to CXXFLAGS in Makefile.mingw, that is only changed required for optimization.
[23:56:45] <Malignant_Manor> Thanks
[23:58:38] <-- Dominus1 has left IRC (Ping timeout: 246 seconds)