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[02:55:04] <Yuv422> Hi
[02:59:29] <SB-X> hello
[03:06:39] <SB-X> should there be a preview release soon?
[03:06:46] <SB-X> or something
[03:06:52] <Yuv422> hmm
[03:07:03] <Yuv422> I keep saying lets just add a little more...
[03:07:17] <Yuv422> I guess we should do a release sooner or later.
[03:07:21] <SB-X> maybe if we just fix some things
[03:07:39] <Yuv422> sounds like a plan
[03:08:08] <SB-X> would timed events go in Event?
[03:08:17] <SB-X> i dont think we have a general timer system
[03:08:28] <Yuv422> hmm
[03:08:33] <Yuv422> timed in game time
[03:08:34] <Yuv422> ?
[03:08:38] <Yuv422> or real time?
[03:08:44] <SB-X> real time
[03:08:52] <SB-X> of course if its real time its easy enough to work with game time
[03:09:06] <SB-X> i need to make the party walk into a dungeon
[03:09:16] <Yuv422> ah I see
[03:09:22] <SB-X> they take two steps each second
[03:09:33] <SB-X> each actor teleports when it hits the entrance
[03:09:37] <SB-X> but the map doesnt change yet
[03:09:44] <SB-X> until all actors have teleported
[03:09:52] <Yuv422> we need to handle that for water craft, moongates too.
[03:09:54] <SB-X> and only the party walks
[03:09:58] * SB-X nods.
[03:10:29] <Yuv422> maybe we could have an event callback system in Event?
[03:10:29] <SB-X> for moongates and dungeons we can move them to the new location when they disappear
[03:10:39] <SB-X> yeah
[03:10:50] <SB-X> i didnt know how it should be done exactly or if Event was the right place
[03:10:58] <SB-X> still thinking about it
[03:10:59] <Yuv422> hmm
[03:11:10] <SB-X> for vehicles, where do the actors go when they disappear?
[03:11:29] <Yuv422> maybe we should write a list of what functionality is needed
[03:11:36] <Yuv422> so we can better plan for it.
[03:12:09] <Yuv422> maybe we could turn that list into a todo progress list
[03:12:35] <Yuv422> we've got the whole combat and spell systems to think about too.
[03:12:43] <Yuv422> and the monster/egg system
[03:13:00] <Yuv422> day/night map effects
[03:13:13] <SB-X> everything else
[03:13:16] <SB-X> :)
[03:13:21] <Yuv422> hehe
[03:13:22] <SB-X> i wrote down the method they use when walking into a cave
[03:13:28] <SB-X> ill send you the text
[03:13:37] <Yuv422> righto
[03:14:13] * Yuv422 reads
[03:15:07] <SB-X> the "Until all NPCs in party..." repeats twice a second
[03:15:18] <Yuv422> anythoughts on geting out at the other end?
[03:15:36] <SB-X> getting out?
[03:15:56] <SB-X> they are already there
[03:16:01] <Yuv422> on the other side of the dungeon.
[03:16:03] <SB-X> by the time the "camera" has moved
[03:16:14] <Yuv422> in the original don't that move around a bit
[03:16:23] <Yuv422> as they pop out of the ladder
[03:17:00] <SB-X> i noticed iolo and shamino switching positions right as the view changed
[03:17:09] <SB-X> they swapped a few times quickly and stopped
[03:17:18] <SB-X> i didnt exactly think about why
[03:17:42] <SB-X> maybe it just updates them a few more times after you get out?
[03:17:54] <SB-X> the nearby cyclops didnt move
[03:18:17] <SB-X> since it is only the party being updated, you dont have to worry about monsters as your moving through the entrance/exit :)
[03:18:23] <Yuv422> I think actors could move when the avatar was standing still
[03:18:33] <Yuv422> if they moved two spots in a turn
[03:18:48] <Yuv422> but there was a slight delay between their steps
[03:19:11] <SB-X> any examples?
[03:19:26] <SB-X> i think they could do but i dont remember the exact situation
[03:19:30] <SB-X> could too*
[03:19:39] <Yuv422> if you are next to an actor and you take a step
[03:19:50] <Yuv422> they might take a step. wait a bit then take another step
[03:20:11] <Yuv422> so they take two steps with a slight delay inbetween
[03:20:44] <SB-X> hmm
[03:20:56] <SB-X> guards and npcs walking to destination?
[03:21:03] <Yuv422> yes
[03:21:08] <SB-X> oh yeah
[03:21:15] <SB-X> i remember that they can walk varying speeds :)
[03:21:41] <SB-X> it should just update the mapview when they walk
[03:22:02] <SB-X> because if you give them extra steps and wait to the next game loop, they get "jumpy"
[03:22:20] <SB-X> so right now the speed option to pathfinders does nothing
[03:22:51] <Yuv422> maybe each cycle yo give them a random chance to take that second step?
[03:23:10] <Yuv422> upto n number of cycles after the player moves.
[03:23:26] <Yuv422> that way you'd get a random two step senario.
[03:23:44] <SB-X> yeah thats good
[03:23:50] <SB-X> we can set walking actors speed to 4
[03:23:57] <SB-X> and it would randomly take 1-4 steps
[03:24:02] <SB-X> update the mapview after each
[03:24:14] <Yuv422> the map gets updated every cycle :)
[03:24:23] <Yuv422> to handle palette rotation. :)
[03:24:32] <SB-X> oh
[03:24:44] <SB-X> so take a step per n cycles
[03:24:47] <SB-X> right
[03:24:56] <Yuv422> I know it's evil... ;)
[03:25:09] <SB-X> well
[03:25:12] <SB-X> i think its good
[03:25:15] <SB-X> just don't know how to do it yet
[03:25:22] <SB-X> with the Event timer?
[03:25:43] <Yuv422> you wouldn't need an event timer in that case
[03:26:02] <SB-X> how does Actor/PathFinder know how many cycles passed
[03:26:12] <Yuv422> actually I guess you would.
[03:26:13] <Yuv422> :)
[03:26:20] <Yuv422> hmm
[03:26:30] <Yuv422> it could be hard coded someware
[03:26:48] <Yuv422> setting a timer at that res might be a bit excessive
[03:26:54] <Yuv422> unless the timer repeats
[03:27:14] <Yuv422> so it doesn't have to be constructed destructed every time
[03:27:48] <SB-X> after i left the Cyclops Cave Shamino and Iolo got 4 steps
[03:27:58] <SB-X> pacing
[03:28:27] <SB-X> can the timing methods be part of Event?
[03:28:53] <SB-X> with the ability to register timers, as part of Event's variable set
[03:29:06] <Yuv422> sounds good
[03:29:16] <Yuv422> either that or have a new event timer class
[03:29:25] <Yuv422> which gets polled in the event loop
[03:29:26] <SB-X> with function templates you can register timers with callbacks to any class, or we can restrict the calllback events to Event
[03:29:41] <SB-X> we are already going to have a new class split from Event arent we?
[03:29:43] <SB-X> Input?
[03:30:05] <Yuv422> not sure
[03:30:24] <SB-X> we could take exult's code to get keybinding
[03:30:40] <SB-X> or any inputbinding
[03:31:00] <Yuv422> it it portable code?
[03:31:16] <SB-X> i only glanced at it
[03:31:35] <SB-X> it needs lots of modifications for something besides exult
[03:31:43] <SB-X> but its not bad
[03:32:07] <Yuv422> well we need an input system that can dispatch events but it's going to tie in closly with how we implement the gui system
[03:32:10] <SB-X> just some name changes and removal of a lot of unneeded exult-specific extras probably
[03:32:17] <SB-X> yeah
[03:32:33] <SB-X> do you know how that will be now? :)
[03:32:42] <Yuv422> let me play around with that for a bit first
[03:32:50] <Yuv422> I'll see what I can come up with
[03:33:05] <Yuv422> put the timer system into event
[03:33:18] <Yuv422> and I can merge that into the new event system when I get it together
[03:33:46] <SB-X> should event timers handle randomness?
[03:33:51] <Yuv422> we still need a game event handler
[03:33:57] <Yuv422> maybe that can stay in event
[03:34:17] <SB-X> thats what i thought
[03:34:17] <Yuv422> so the mail handler sorts out gui events then passes the rest to the game event
[03:34:30] <SB-X> mail handler?
[03:34:36] <Yuv422> hehe
[03:34:42] <SB-X> :O
[03:34:42] <Yuv422> why did I say that?
[03:34:50] <Yuv422> event
[03:34:52] <Yuv422> :P
[03:34:55] <SB-X> ooh
[03:34:58] <SB-X> lol
[03:35:21] <SB-X> because every program that continues to be developed eventually has built-in mail capability? :)
[03:36:05] <Yuv422> hehe yup maybe we should wait for our u6converse mail reader before making a nuvie release
[03:37:26] <Yuv422> talk Iolo
[03:37:40] <Yuv422> say: read my mail please
[03:37:55] <Yuv422> Iolo: Avatar you have "1" new message.
[03:38:11] <SB-X> lol
[03:38:27] <SB-X> a "How to keep the Avatar busy?" card from Chuckles?
[03:38:51] <SB-X> "...read next message"
[03:38:56] <Yuv422> hehe not another Ankh joke mail..
[03:39:14] <SB-X> sad that he only gets mail from chuk
[03:39:16] <SB-X> chuck*
[03:40:04] <Yuv422> were powder kegs timed in game cycles?
[03:40:33] <Yuv422> we need a game cycle timer too.
[03:40:39] <Yuv422> for things like kegs
[03:40:49] <Yuv422> magic etc.
[03:40:54] <SB-X> its about 3 turns
[03:41:01] <SB-X> i think the event timer can handle it
[03:41:15] <SB-X> if you can say "do something in 2 seconds" you can say "do something in 2 turns"
[03:41:24] <Yuv422> ah k cool
[03:41:49] <SB-X> should it handle randomness? "call event in 1-3 seconds" ?
[03:42:02] <Yuv422> nah
[03:42:12] <Yuv422> you get the caller to handle the random delay
[03:42:25] <Yuv422> or I guess it could have some convinence methods
[03:42:38] <Yuv422> if you find yourself doing random times alot
[03:42:44] <Yuv422> which I guess you would. :)
[03:43:00] <Yuv422> we will also need to get timers back when saving
[03:43:11] <Yuv422> or do we
[03:43:19] <SB-X> arent they hardcoded? or per object?
[03:43:30] <Yuv422> can you save the game with a lit power keg?
[03:43:33] <SB-X> you could light a keg, walk a step, save, reload, see what happens
[03:43:34] <SB-X> heh
[03:43:37] <SB-X> or i can
[03:43:42] <SB-X> ok i will
[03:43:45] * SB-X does so.
[03:44:24] <Yuv422> I guess it would store the time left in the object someware
[03:44:48] <Yuv422> but we'll need to know that we've got a lit keg when we go to save
[03:44:56] <SB-X> the frame?
[03:46:59] <SB-X> eh
[03:47:05] <SB-X> this one i spammed isnt exploding
[03:47:16] <Yuv422> hehe
[03:47:29] <SB-X> but another one did
[03:47:36] <SB-X> i think quality 0 never goes
[03:47:36] <Yuv422> maybe it has to do with the qty, quality
[03:47:52] <SB-X> qty? maybe, that one was qty 3 for no reason
[03:48:00] <SB-X> i should be more logical with testing
[03:48:07] <Yuv422> hehe
[03:48:15] <SB-X> ooh i can light them in the inventory
[03:48:20] <SB-X> or, one of them
[03:48:22] <SB-X> the other i couldnt
[03:48:24] <Yuv422> SB-X tires the new chaos testing method
[03:48:28] <Yuv422> tries
[03:48:30] <SB-X> yes :)
[03:48:39] <SB-X> fun but its random when you get results
[03:49:21] <Yuv422> if I sneeze here in Australia SB-X picks 3 for qty.
[03:49:37] <SB-X> except that you said it so it changes to 5
[03:49:42] * SB-X shrugs.
[03:50:35] <Yuv422> so did we findout anything from that testing?
[03:51:02] <SB-X> no
[03:51:07] <Yuv422> hehe
[03:51:21] <SB-X> this one i set to qual 5 qty 0 does nothing
[03:51:29] <SB-X> lights but doesnt go off
[03:53:32] <SB-X> iolo's dead
[03:53:58] <SB-X> this kind of testing isnt very safe sorry
[03:54:14] <Yuv422> hmm my dosbox is running very slow!!
[03:54:26] * Yuv422 wonders what's happend
[03:54:34] <Yuv422> maybe I'm low on ram
[03:56:01] <SB-X> odd, when i save the game the lit powder doesnt want to go off at all
[03:56:17] <SB-X> so i guess the timer is destroyed
[03:56:41] <SB-X> ill have to write down what im doing, im not paying much attention
[03:57:00] <Yuv422> it could be an issue with spammed items
[03:57:04] <SB-X> yeah
[03:57:08] <Yuv422> they might be set at temp items
[03:57:15] <SB-X> i think for powder kegs and fumaroles the usecode will set up the timers (with some timer event)
[03:57:21] <Yuv422> you'd probably need to test it with a real keg
[03:57:33] <SB-X> i'll have to go to town and steal one
[03:58:19] <SB-X> have to go for now
[03:58:19] <SB-X> bbl
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[03:58:27] <Yuv422> righto
[03:58:27] <Yuv422> cya
[03:58:52] <Yuv422> I'm going to reboot
[03:58:54] <Yuv422> brb
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[05:41:06] <Yuv422> I found out why my dosbox was so slow
[05:41:23] <Yuv422> it thought a USB device I had connected was a joystick
[05:41:32] <sbx> oh
[05:41:38] <sbx> yeah i guess it shouldnt be slow
[05:41:44] <sbx> its only kind of slow on my slow maching
[05:41:47] <sbx> machine
[05:42:07] <sbx> what version do you use?
[05:42:09] <Yuv422> well it is slow on my machine too but this was so slow it was completely unplayable
[05:42:18] <Yuv422> I got the latest cvs version
[05:42:40] <sbx> i still have 0.57
[05:42:47] <sbx> or 0.58
[05:42:48] <Yuv422> hehe
[05:42:57] <sbx> 0.57 AND 0.58
[05:42:58] <Yuv422> the last release was .58
[05:43:25] <sbx> Yuv422 has quit ("[BX] He-Man uses BitchX. *HE HAS THE POOWWEEEEEEEEEERRRRRRRR!!!!!*")
[05:43:26] <sbx> :)
[05:43:46] <Yuv422> hehe silly BitchX
[05:43:58] <Yuv422> sometimes it is quite offensive
[05:44:42] <sbx> silly rabbit, bitchX is for kids
[05:45:01] <sbx> i usually ignore the messages but that one is quotable
[05:45:06] <sbx> so i quoted it
[05:45:13] <Yuv422> hmm I would compile X-Chat but then I'd have to compile gtk glib gnome et al
[05:45:30] <sbx> i don't want to compile dependencies either
[05:45:43] <sbx> for anything
[05:45:53] <Yuv422> it's not fun on a non linux system. :)
[05:46:31] <sbx> what do you have to do different?
[05:46:37] <sbx> do you use Fink?
[05:46:42] <Yuv422> nope
[05:46:47] <Yuv422> I guess I should
[05:46:56] <Yuv422> that would make things a lot easier
[05:47:24] <Yuv422> in the early days the gnu conf tools didn't know how to build for Darwin.
[05:47:41] <Yuv422> so it was alot of fiddling with the config to get it to compile
[05:47:49] <Yuv422> but I think things are easier now
[05:48:40] <Yuv422> that reminds me I was going to check party members work type when in a boat. :)
[05:48:54] <sbx> that reminds you of that?
[05:49:07] <Yuv422> dosbox
[05:49:14] <Yuv422> ;)
[05:49:16] <sbx> oy
[05:49:18] <sbx> k
[05:49:29] <Yuv422> that's why I was running it in the first place
[05:49:29] <sbx> i just wonder where the actors go when in a vehicle
[05:49:46] <Yuv422> I think they keep their original locations
[05:49:52] <Yuv422> or they get zero coords
[05:49:58] <Yuv422> I'll tell you in a sec
[05:50:52] * Yuv422 walks to the nearest ship
[05:52:32] <Yuv422> any thoughts on how to handle swamp tiles?
[05:52:41] <Yuv422> should we check in Actor::move()
[05:53:16] <Yuv422> oh mousing worktype means walking next to walls btw.
[05:53:32] <sbx> oh makes sense:)
[05:53:40] <sbx> actor::move() check map for effect
[05:53:58] <Yuv422> should we do a mirror check there too?
[05:54:04] <sbx> no
[05:54:54] <sbx> we should put in usecode for mirrors and implement the distance property somehow
[05:55:10] <Yuv422> hmm
[05:55:25] <sbx> i put distance in for mirrors specifically
[05:55:42] <sbx> but usecode affected areas has to be done correct or it will be too slow
[05:55:43] <Yuv422> so a mirror will change frames when it detects an actor in front?
[05:57:12] <sbx> a usecode event is called whenever the actors steps in front (or even near) the mirror, and the mirror changes to that frame
[05:57:28] <sbx> another event is called when the actors steps away and the mirror responds
[05:58:01] <Yuv422> who does the check?
[05:58:05] <Yuv422> usecode?
[05:58:43] <sbx> somewhere in Actor, either the usecode or the map is checked to see if the area being stepped into or out of is affected by usecode, if so call that function
[05:58:59] <sbx> i dont know what event is yet or how the affected areas are stored in memory
[05:59:26] <Yuv422> ah k so if you step into range of an egg it would call the egg spawn code?
[05:59:35] <Yuv422> in theory
[05:59:53] <sbx> if thats how that egg is hatched
[06:00:06] <Yuv422> right
[06:00:28] <Yuv422> so we need a fast way of searching map areas
[06:00:38] <sbx> of course, we can just hardcode mirrors to change frames (in actor::move) when someone goes in front of them but i think having all the object code in one place is cool :)
[06:00:52] <sbx> yeah
[06:01:02] <sbx> i think the areas affected by usecode can have their own structure
[06:01:08] <sbx> and methods for searching them
[06:01:18] <sbx> it doesnt need to be a general check of a map square
[06:01:36] <Yuv422> right
[06:01:56] <sbx> the usecode areas could add themselves to a list for example, when an object is cached in, but right now objects dont do that yet
[06:02:03] <Yuv422> party members get the ships coords btw
[06:02:13] <sbx> ooh
[06:02:14] <sbx> thats nice
[06:02:24] <sbx> where do the objects go?
[06:02:28] <sbx> actor objects
[06:02:49] <Yuv422> not sure yet
[06:02:56] <Yuv422> there might be a hide flag
[06:03:01] <Yuv422> or it could be hardcoded
[06:03:10] <Yuv422> don't show actors when in boat
[06:03:16] <sbx> or is that hardcoded? "dont draw actor if on ship" "dont draw actor if worktype is WT_VEHICLE"
[06:03:24] <sbx> heh
[06:03:25] <sbx> yeah
[06:04:11] <Yuv422> interesting
[06:04:20] <Yuv422> you know the 0'th actor
[06:04:30] <Yuv422> the one before the actor
[06:04:59] <Yuv422> it is now set with values. :)
[06:05:11] <Yuv422> worktype 0x2 player
[06:05:25] <Yuv422> the other party members are still 0x1 follow player
[06:06:20] <sbx> eh
[06:06:23] <sbx> oh!
[06:06:51] <sbx> coincidentally that is the number of the vehicle guy
[06:07:06] <Yuv422> :)
[06:07:09] <sbx> from jim morris' docs
[06:07:13] <sbx> and utility
[06:07:26] <sbx> and... not-coincidentally
[06:07:27] <Yuv422> hehe it twitches the boat in Nuvie. :)
[06:07:53] <sbx> wind in the sails?
[06:10:11] <sbx> 'Swift The Vehicle' is a useful addition to your party.
[06:10:11] <sbx> I discovered Swift one by getting Tiberius to resurrect the bones of Zog, although other skeletons will do the trick.
[06:10:11] <sbx> Digging up the graves outside his house and getting him to resurrect each one is a good way to find it. You will know when you have succeeded because swift is automatically added to your party (you don't have to ask it to join).
[06:10:11] <sbx> Swift is a logical copy of the avatar, as far as its abilities are concerned. However, it is also your vehicle.
[06:10:14] <sbx> If you have a swift and you travel by balloon or by ship, examining Swift will give you a picture of the ship, or the balloon.
[06:10:17] <sbx> Swift's physical appearance is variable, and it is set each time you leave a vehicle. My personal favourite is when you leave a skiff. Swift will become a huge pile of gold coins that is part of the party.
[06:10:20] <sbx> I always carry a skiff so I can do this.
[06:11:23] <sbx> (tweakdb.txt)
[06:19:49] <Yuv422> hehe
[06:20:18] <Yuv422> looks like we should leave actor 0 out of most activities
[06:21:07] <Yuv422> Talk-skiff Funny, no responce.
[06:21:32] <sbx> that is what temp npcs say now in nuvie
[06:21:45] <sbx> temp actors
[06:21:45] <Yuv422> )
[06:21:46] <Yuv422> :)
[06:22:01] <Yuv422> if I look at the skiff I get the avatar's pic
[06:22:39] <Yuv422> it looks like the object gets taken off the map when you are in the skiff
[06:22:46] <Yuv422> as it becomes an actor
[06:22:51] <Yuv422> which makes sense
[06:23:30] <sbx> hmm
[06:23:32] <sbx> yeah
[06:23:37] <sbx> so Player control would switch to that
[06:23:43] <Yuv422> yes
[06:23:56] <sbx> and actors and objects use the same graphics/frame system
[06:24:15] <Yuv422> I'll move the skiff and resave and see what happens
[06:25:57] <Yuv422> yup all party members keep boat coords
[06:26:15] <sbx> how did you know their coords before?
[06:26:27] <Yuv422> huh?
[06:26:34] <sbx> before saving and checking the savegame
[06:26:57] <Yuv422> I looked at the actor coords before then after moving the boat
[06:27:08] <sbx> in the savegame?
[06:27:16] <sbx> objblk..
[06:27:27] <sbx> objlist
[06:27:28] <Yuv422> the actor obj_n and frame_n don't change though
[06:27:31] <Yuv422> objlist
[06:28:12] <sbx> did you look at the other frame set?
[06:28:26] <sbx> old_obj_n old_frame_n?
[06:28:58] <Yuv422> nope but the boat has a different obj_n/frame to each of the party members
[06:29:13] <Yuv422> and the party members have different obj_n/frame_n values
[06:29:18] <Yuv422> which is to be expected.
[06:30:37] <Yuv422> hmm I wonder if they get an in boat flag
[06:32:22] <sbx> any special flags on actor 0 that lets it move in places besides land? (could you set that flag on the others giving them the ability to walk on water)
[06:32:30] <Yuv422> the skiff gets an inparty flag
[06:32:52] <sbx> it is nice that it belongs :)
[06:34:11] <Yuv422> nope all the flags that I know about are unchanged
[06:34:19] <Yuv422> except for the inparty on the skiff
[06:41:41] <Yuv422> move() in the original probably just allowed hardcoded objects to pass water
[06:43:52] <sbx> so you couldnt make anyone a vehicle in u6, too bad :)
[06:44:12] <Yuv422> 0x1c6b might be cehicle related
[06:44:21] <Yuv422> what do you have there at the moment?
[06:44:23] <Yuv422> 0?
[06:44:26] <sbx> i am thinking each vehicle::move() will decide if it can move or not
[06:44:40] <Yuv422> sounds good
[06:45:05] <sbx> 0x1c6b: 0x01
[06:45:22] <Yuv422> interesting
[06:45:37] <Yuv422> mine went from 0 to 1
[06:45:58] <sbx> my party is nowhere near a vehicle
[06:46:11] <Yuv422> are you in solo mode?
[06:47:00] <sbx> i dont think so
[06:47:06] <sbx> thats my nuvie savegame
[06:47:12] <sbx> bt
[06:47:13] <sbx> w
[06:47:16] <sbx> btw*
[06:47:24] <Yuv422> ah k
[06:47:45] <sbx> my dosbox savegame says the same
[06:48:06] <sbx> in that i AM in solo mode
[06:48:16] <sbx> ill check the first one
[06:49:36] <Yuv422> 150 days
[06:49:36] <Yuv422> 1473 ( 79.65 )
[06:49:39] <Yuv422> 9,853
[06:49:49] <Yuv422> from the SF statistics page
[06:50:02] <Yuv422> almost 10,000 page views. :)
[06:50:23] <sbx> what are the statistics?
[06:50:40] <Yuv422> days, rank, hits
[06:50:50] <sbx> yay
[06:50:59] <sbx> though i don't know what rank means
[06:51:02] <sbx> exactly
[06:51:12] <Yuv422> it's zero atm. :(
[06:51:20] <Yuv422> http://sourceforge.net/project/stats/?group_id=76419
[06:54:06] <sbx> ok, my nuvie savegame where 1c6b is 1 is in party mode
[06:55:01] <Yuv422> hmm
[06:55:27] <Yuv422> 0x1c6a should be 0xff in that case
[06:57:03] <sbx> it is
[06:59:16] <Yuv422> that should change if you go solo.
[07:01:08] <sbx> it changed to 00
[07:02:45] <Yuv422> did 0x1c6b change?
[07:03:39] <sbx> it is still 01
[07:03:44] <sbx> this is from the dosbox savegame
[07:26:12] <sbx> gotta go
[07:26:13] <sbx> cya
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[07:26:23] <Yuv422> cya
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[14:10:55] <Yuv422> time for bed
[14:10:58] <Yuv422> cya
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