[01:01:00] --> Kirben has joined #nuvie
[04:30:48] --> sbx has joined #nuvie
[06:36:26] --> Yuv422 has joined #nuvie
[06:36:39] <Yuv422> hello
[06:47:32] <sbx> ack
[06:47:34] <sbx> hello!
[06:47:38] <sbx> welcome back
[06:47:45] <Yuv422> hey sbx
[06:47:52] <sbx> how have you been?
[06:47:58] <Yuv422> good
[06:48:00] <sbx> did you just get moved?
[06:48:29] <Yuv422> hehe I've been moved for awhile now but without net access
[06:49:12] <sbx> i wondered
[06:49:18] <sbx> what happened?
[06:50:00] <Yuv422> I had my computer in a box for about a month. ;)
[06:50:10] <Yuv422> I didn't have anywhere to set it up.
[06:50:31] <sbx> i wouldn't be able to stand that
[07:29:59] --> luteijn has joined #nuvie
[07:30:12] <luteijn> Hi Yuv, wb.
[07:31:38] <sbx> hi luteijn
[07:31:56] <luteijn> the ansi client is really getting somewhere now.
[07:32:23] <sbx> yeah I can tell
[07:32:44] <sbx> I tried to use windows telnet and connect but it was down.
[07:32:51] <sbx> and again just now
[07:33:07] <sbx> telnet to connect*
[07:33:09] <luteijn> it shouldn't be down.. what error do you get?
[07:33:43] <Yuv422> hi luteijn
[07:33:57] <sbx> now it works, after loading cmd first
[07:34:31] <luteijn> if you use that one, after logging in, do the escape sequence and turn of local echo with unset local_echo.
[07:35:07] <sbx> ok
[07:35:10] <sbx> unset localecho
[07:35:13] <luteijn> To bad I haven't added the create character message, or Yuv could finally play u6o :)
[07:35:48] <sbx> it looks like im on the ocean
[07:36:17] <sbx> oh, I logged in as unix btw
[07:36:54] <luteijn> I'm not sure where unix would be, probably in town.
[07:37:09] <sbx> a peasent is nearby
[07:37:10] <Yuv422> :)
[07:37:12] <sbx> That's really good that you support moving the cursor.
[07:37:57] <luteijn> I guess you might be at the bell
[07:38:28] <sbx> I think it closed my connection.
[07:38:44] <luteijn> did you press the q key?
[07:38:58] <sbx> I may have.
[07:39:19] <sbx> This time I didn't
[07:39:40] <sbx> are you bumping me off? :)
[07:39:42] <luteijn> Maybe there's something weird on the screen that I'm not handling correctly?
[07:40:06] <sbx> Does it show me quitting?
[07:40:32] <luteijn> Yes, but it would do that anyway, no matter what way you 'quit'
[07:41:18] <luteijn> I'll take a quick look at the log you must have left in my mp dir
[07:41:26] <sbx> Seems to just be when I talk.
[07:42:11] <luteijn> ah yes there is somethign going on with decodeing a server message
[07:42:19] <sbx> The log is "backwards". I like how it scrolls up but didn't realize that's what it was doing at first.
[07:42:23] <sbx> oh ok
[07:42:57] <luteijn> There's a nightshade mushroom near you
[07:43:21] <luteijn> In some cases after that the server would send a quantity, but I guess not when it's on the floor
[07:43:37] <sbx> I can't pick up these rods nearby.
[07:43:38] <luteijn> I try to read the quantity anyway and it messes up the rest of the message
[07:43:54] <luteijn> those are the rods of the bell
[07:43:58] <sbx> oh :)
[07:44:03] <sbx> I was wondering what a rod is.
[07:44:17] <sbx> Now I know where this is then.
[07:44:25] <luteijn> they are toptiles and therefore send by the server I think. if you look at the graph client you can see it's actually bugged, the chain is under the rod :)
[07:45:44] <sbx> Are you using this client?
[07:46:44] <Yuv422> I've got to go guys
[07:46:45] <Yuv422> cya
[07:46:50] <sbx> ok
[07:46:52] <luteijn> yes
[07:46:52] <sbx> see you later
[07:47:02] <-- Yuv422 has left IRC ("cya")
[07:47:02] <luteijn> avoiding the graphical one
[07:47:23] <sbx> c= is a moongate?
[07:47:35] <sbx> ok
[07:47:41] <sbx> why avoid the graphical one? :)
[07:48:33] <luteijn> takes too much screen, is noisy :)
[07:49:10] <sbx> It's too bad you can't actually make anything out on it when it's in small size.
[07:49:48] <luteijn> Yes, they should just revert to the 16x16 graphics in that case, not downsample the 32x32 ones
[07:50:11] <sbx> yeah that makes, I wasn't sure why it was so hard to see
[08:07:54] <luteijn> I'm still wondering if I should add spellcasting first or try to make something of the background map so it doesn't look like waterworld anymore.
[08:08:23] <luteijn> The map drawing could actually be done by someone else, and probably should be generated not done by hand..
[08:09:01] <sbx> Thank's for the client recommendation. Where is the character-by-character setting?
[08:09:24] <sbx> Changing the background map appearance is easy.
[08:09:41] <sbx> Unless you include making the map data in that.
[08:09:55] <sbx> I don't know why U6O can't send it from the server.
[08:10:06] <sbx> Then they can edit the world without a client update.
[08:10:34] <luteijn> well I guess they wouldn't want to waste network space. But they'll need something soon anyway when they do random dungeon (not sure if they've realised that yet)
[08:11:24] <sbx> They don't have to send it with updates of course. I hadn't been thinking of the random dungeons either.
[08:11:57] <sbx> Could you just copy the data from the client and read it in?
[08:12:11] <luteijn> I don't know their format.
[08:12:29] <luteijn> I would have hoped for just a flat map, but it might be using chunks etc.
[08:12:49] <luteijn> Maybe I can make nuvie dump out a background map in the format I need ;)
[08:13:31] <sbx> I assumed it was in the U6 format, just copied from the game data. But the filesizes are a little different than the ones in my game.
[08:14:07] <luteijn> it's about 4 Mbisn't it?
[08:14:26] <sbx> it's only 64k
[08:15:03] <sbx> c:\Games\ultima6\map 63.9KB, c:\Games\U6O\ultima6\MAP 64.0KB
[08:15:19] <sbx> oops, that's chunks not map
[08:15:24] <luteijn> my map is 2048x1024 x 2 bytes = 4 MB. their map is called objfixed.bin and is also about 4 MB
[08:15:40] <sbx> where is the file?
[08:15:50] <luteijn> so it would be nice if they also just have one word per tile.
[08:15:58] <luteijn> dr/objfixed.bin
[08:16:10] <luteijn> and mine is map.dat
[08:16:18] <sbx> c:\Games\ultima6\map 31.5KB, c:\Games\U6O\ultima6\MAP 31.5KB
[08:16:31] <sbx> hmm, I thought dr was just graphics and sounds
[08:16:55] <luteijn> my format is one byte color information and one byte character to display.
[08:17:31] <luteijn> They might have 6 bits frame information and 10 bits object nr
[08:18:52] <sbx> what are those other files? objfloat.flg, objinfo.u6o, objsprpi.u6o
[08:19:28] <luteijn> didn't bother guessing their meanings.
[08:20:18] <luteijn> but they're too small too be really important :)
[08:20:38] <luteijn> maybe objinfo.u6o is interesting as it has some body to it
[08:20:45] <sbx> most of objfixed.bin is zeroes
[08:21:36] <luteijn> could be the higher bits of the objects?
[08:22:51] <luteijn> I guess I could try changing some of it to see what changes in the client.
[08:23:05] <sbx> objinfo.u6o has 24byte entries
[08:23:18] <sbx> that's always a fun thing to try
[08:23:28] <sbx> as long as it doesn't crash
[08:23:34] <luteijn> The problem is that the easiests part to change are the hardest to reach in the game (corners etc)
[08:23:56] <sbx> why would it just be the high bits of the objects?
[08:24:13] <luteijn> But with my JUMP funciton and hacked server it shouldn't be a problem.. I'll try it later today if I have the time
[08:25:00] <luteijn> are the zeroes all contiguous?
[08:25:45] <sbx> not all, but it's mostly zeroes with a few other bytes here and there
[08:26:25] <luteijn> maybe it's first 2 megs of flags, then 2 megs of tile numbers?
[08:26:26] <sbx> The other bytes are in small continguous blocks though, rather than being random.
[08:26:40] <sbx> No most of the file is zeroes.
[08:27:02] <sbx> The non-zeroes aren't off to the front or back of the file.
[08:27:26] <sbx> Would it make sense for fixed objects? They don't account for the majority of the world do they?
[08:27:34] <sbx> Just the buildings.
[08:27:41] <sbx> And trees.
[08:27:45] <luteijn> well fixed objects would be anything like floor tiles, walls etc.
[08:28:01] <sbx> Hmm, mountains too.
[08:28:47] <luteijn> as the map is 2048 by 1024 tiles jumping 2048 bytes should move you one tile in the Y direction
[08:29:11] <sbx> ok
[08:29:17] <sbx> there are a few random 1's
[08:29:27] <sbx> but most of them are longer strings of data
[08:29:58] <sbx> 07 00 09 00 0B 00 0D 00 0F 00 11 00 13 00 15 00 17
[08:30:06] <sbx> that's at 1ef6
[08:30:12] <luteijn> if there's so many zeroes, it is a safe bet they didn't compress or RLE the file, which is nice when reverse engineering it
[08:30:21] <sbx> yeah :)
[08:30:28] <luteijn> looks like 16 bit values to me
[08:30:49] <sbx> what does the location tell you?
[08:31:23] <luteijn> that actually steps up in steps of 2, but I don't get any bells going off for 1ef6
[08:31:53] <sbx> I didn't even notice the gradually increasing numbers.
[08:32:18] <luteijn> is there 00 05 00 before this ;)?
[08:32:27] <sbx> no
[08:33:01] <luteijn> it could be that they're just indexing into an array or something and that the most common tile just happens to be tile 00 ?
[08:33:04] <sbx> that's odd though, most of the following numbers are multiples of 2
[08:33:35] <sbx> well, there are sets of several zeroes between other numbers
[08:33:59] <sbx> 19 00 00 00 1B 00
[08:34:33] <luteijn> probably is 00 19 00 00 00 1b
[08:34:47] <sbx> 2B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 2D 00
[08:34:52] <luteijn> but little endian
[08:36:02] <sbx> why would the data size be changing?
[08:36:36] <sbx> 37 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 39 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
[08:36:48] <sbx> ...3F :)
[08:36:57] <sbx> 00...3F*
[08:36:59] <luteijn> Is it? It lokos like everything is niceliy paired off into 4 nibbles per number
[08:37:43] <sbx> what is being counted?
[08:37:54] <luteijn> index into an array?
[08:38:09] <luteijn> which also has 2 bytes per entry, so skips 2
[08:38:14] <luteijn> ?
[08:38:31] <sbx> ok I get it now
[08:39:05] <luteijn> which doesn't make sense, becuase then you might as well put the actual data ther if you use 16 bits to reference to a 16 bit number...
[08:39:22] <sbx> do you think it points to objinfo.u6o?
[08:39:33] <sbx> which looks like 24byte entries
[08:39:42] <luteijn> could be
[08:40:08] <luteijn> how many entries in the objinfo file, and what is the highest occuring number in the objfixed.bin file ;)
[08:40:40] <sbx> I'm afraid if I scroll to end of objfixed.bin the data at the end will be completely different...
[08:41:09] <luteijn> probably will be all the same number as the map is build up like this:
[08:41:16] <luteijn> OOOO1234
[08:41:23] <luteijn> OOOO56xx
[08:41:25] <luteijn> OOOOxxxx
[08:41:28] <luteijn> OOOOxxxx
[08:42:00] <luteijn> with O overworld and 1-5 dungeon levels and (6 an x) just emptyness
[08:42:21] <luteijn> (6 should have been an x but I was to enhousiatically typing numbers)
[08:42:30] <sbx> hehe
[08:42:41] <luteijn> if you go to the extreme east you can just see a few tiles of sea of the gargoyle world at level 5
[08:43:25] <sbx> at 40000D the data is packed together more and looks like this 01 00 A5 00 01 00 A5 00 01 00 A5 00 01 00 to 40C5ED
[08:43:59] <luteijn> might be interessting to put a pixel for each value in a 2048x1024 graphic and see if any pattern is visible.
[08:44:31] <luteijn> each O is 256 tiles wide in my schematic)
[08:44:58] <sbx> hmm
[08:45:11] <sbx> i'll see what AXE hex editor can do
[08:45:30] <sbx> if objinfo.u6o is all 24byte entries then there are 36,888/24=1,537 of them
[08:45:40] <luteijn> I really have to do some official work now, I'll try to look at it more later. let me know if you find out anyhting interesting
[08:45:45] <sbx> ok
[08:45:51] <-- luteijn has left IRC ("[BX] We drink more beers than Norm on Cheers!")
[08:45:55] <sbx> cya
[08:48:32] <sbx> hehe, good idea with the graphical view
[08:49:00] <sbx> I think I see a shrine.
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[08:53:15] <luteijn> good news if you can see a shrine
[08:56:32] <sbx> wb
[08:56:40] <sbx> i was going to give a screenshot link :)
[08:56:49] <sbx> wait a few minutes
[08:59:18] <sbx> http://members.cox.net/~sbx/u6o-objfixed.bin.png
[08:59:21] <sbx> Care to guess what this is? :)
[09:00:14] <wjp> hehe, cool :-)
[09:00:17] <wjp> hi
[09:00:21] <sbx> hi wjp
[09:00:32] <sbx> I didn't make that myself but used AXE to generate it.
[09:02:12] <luteijn> wow cool
[09:02:51] <sbx> you can see why it's mostly zeros then
[09:03:18] <luteijn> I can make out the shrine, a stone circle and I guess empath abbey?
[09:03:40] <sbx> good job *gives luteijn a cookie*
[09:03:59] <sbx> I'm not really sure what that wall at the northwest is.
[09:04:05] <sbx> Empath Abbey shouldn't be visible.
[09:04:10] <luteijn> So the background tiles aren't there?
[09:05:40] <luteijn> oh it's centered on britain then?
[09:06:01] <luteijn> the big structure must be castle british ;)
[09:06:14] <sbx> yeah
[09:06:31] <sbx> there aren't any mountains
[09:06:32] <luteijn> that wall thing must be a fence around the cow pasture
[09:07:00] <luteijn> I wonder where the terrain is stored then.
[09:08:05] <luteijn> but this is already very useful, I guess.
[09:08:25] <sbx> the end of the picture is random junk so something completely different is stored there
[09:09:06] <luteijn> that might be the terrain, Run length encoded ?
[09:10:26] <sbx> i dont think they'd start with a giant flat file and put that at the end
[09:11:18] <luteijn> still wonder where the base tiles are..
[09:11:22] <sbx> while most of the buildings in world look to be positioned relatively correctly, the other planes are right next to britain
[09:11:42] <sbx> i think that's the gargoyle city right next to britain
[09:11:57] <sbx> to the left of it
[09:12:25] <luteijn> Im looking at this picture of yours but don't see the garg city
[09:13:01] <luteijn> I think it is just britain, you can see the stoen circle to its east
[09:13:03] <sbx> sorry it's off picture
[09:13:17] * sbx zooms out.
[09:14:01] <luteijn> (<- wants to zoom out too ;) )
[09:14:40] <sbx> http://members.cox.net/~sbx/u6o-objfixed.bin2.png
[09:17:09] <luteijn> hmm maybe it is using some sort of chunks?
[09:18:20] <sbx> does it use the map and chunks files?
[09:18:41] <sbx> they are there so it probably does
[09:19:22] <sbx> that's the only thing it needs from U6
[09:19:41] <sbx> besides graphics
[09:20:02] <luteijn> I would have thought that they'd have unchuncked everything and made flat files..
[09:21:13] <sbx> I thought that's what they said was done.
[09:22:52] <luteijn> Well, although the non-moving objects are interesting, I'm mostly interested in teh terrain, so I guess I'll have to look alittle harder
[09:26:44] <sbx> at least you've got walls now
[09:27:06] <sbx> hmm
[09:27:10] <sbx> or maybe not
[09:27:16] <luteijn> Still need to untangle it but it's a start!
[09:27:44] <sbx> there are hundreds of little dots at the top of the map, but those are probably random objects in dungeons
[09:28:01] <sbx> actually those wouldn't be fixed
[09:28:09] <sbx> I don't know what they are, then.
[09:28:15] <sbx> are then*
[09:28:25] <luteijn> or just other data
[09:29:11] <sbx> looks ordered though, like something on the map
[09:29:29] <luteijn> maybe the wave patterns in the sea or stars in the aether?
[09:30:01] <sbx> stars in the aether? :)
[09:30:20] <luteijn> I think not all of the void is the same tile.
[09:34:02] <sbx> oh, how about stalactites/stalagmites?
[09:34:29] <sbx> forgot about those
[09:36:10] <luteijn> could be those yes
[09:37:14] <luteijn> can you see in what order everything is stored/ reorder it into the right relative positions?
[09:38:23] <sbx> i can see identify many of the buildings and I know where they go.
[09:38:29] <sbx> -see
[09:39:00] <luteijn> but there must be some logic to the way it's mixed up or the client wouldn't be able to recreate the map properly
[09:39:40] <luteijn> it might be in 256x256 superchunks, that just need rearranging?
[09:40:41] <sbx> you may be able to tell just from the screenshots
[09:41:44] <sbx> Paws, Trinsic, and Jhelom are correctly placed relative to Britain
[09:42:10] <sbx> most of the world is, in fact
[09:42:53] <luteijn> But the gargoyle world is just plump int hte middle there. Where is the part of the world that should have been there relocated to?
[09:43:29] <sbx> looking...
[09:44:32] <sbx> hmm, the rest of the world is there
[09:44:40] <sbx> the other planes are laid on top of it
[09:45:36] <luteijn> weird, as logically (i.e. cordinates given by the server) it should be according to the schematic I gave before..
[09:46:12] <sbx> minoc and yew are right next to dungeon structures too
[09:46:19] <sbx> that data at the end must tell what goes where
[09:46:35] <sbx> unless part of the object data itself says what plane it's on
[09:46:37] <luteijn> but it is so wierd why not just
[09:46:42] <luteijn> OOOO1234
[09:46:48] <luteijn> OOOO5xxx
[09:46:52] <luteijn> OOOOxxxx
[09:46:54] <luteijn> OOOOxxxx
[09:47:25] <luteijn> You sure axe is not wrapping the two halves or something?
[09:47:36] <luteijn> so it becomes
[09:47:37] <luteijn> 1234
[09:47:40] <luteijn> 5OOO
[09:47:41] <luteijn> OOOO
[09:47:42] <luteijn> OOOO
[09:48:42] <sbx> if the row size wasn't correct wouldn't that mess it up completely?
[09:48:42] <luteijn> because it looks like there's an empty line between each line of pixels in the picture.
[09:48:45] <sbx> let's see...
[09:48:57] <sbx> you're right
[09:49:04] <luteijn> it's probalby not taking into acount 2048 WORDS width, so you get this interlaced version
[09:49:29] <luteijn> ok, let's see the improved screenshots :)
[09:49:47] <sbx> right, for some reason I noticed the zero lines and ignored them
[09:49:55] <sbx> I thought it was part of the original data or something
[09:50:02] <sbx> unfortunately it won't let me set it to 4096
[09:50:59] <sbx> AXE 3 "You have attempted to set row length to more than 2K bytes. This is not currently allowed."
[09:51:12] <sbx> but I think we can assume you're correct
[09:51:22] <luteijn> yeah I'm prety certain ;)
[09:51:57] <luteijn> is there any lead in crap or does it start at (0,0)?
[09:52:45] <sbx> it starts with the map right away
[09:52:49] <sbx> not at 0,0 though
[09:52:51] <luteijn> in that case I could just copy the fixedobj.bin to map.dat and get a nice background map ;)
[09:52:54] <sbx> that's empty
[09:52:59] <sbx> go ahead
[09:53:23] <sbx> in the meantime I was looking for another graphical viewer
[09:55:17] <sbx> it might crash at the bottom of the map though
[09:56:26] <luteijn> Oh I don't read more than I need anyway I think. let's see what it lokos like..
[09:57:14] <luteijn> looks like crap ;)
[09:57:25] <luteijn> let me think what could be wrong...
[10:08:29] <sbx> I was able to look at it with a DOS program GFV.
[10:09:22] <sbx> heh, that program is almost as old as u6
[10:10:26] <luteijn> Hmm looks like I shouldn't be printing character 0
[10:12:40] <luteijn> try the ascii client now ;) hacked it to print a space in the 'color' of the fixed object
[10:13:07] <luteijn> or rather an 'x'
[10:26:50] <luteijn> left on purpose?
[10:27:27] <sbx> no
[10:27:34] <sbx> that was fun
[10:27:46] <luteijn> what happened?
[10:27:52] <sbx> the fixed objects don't necessarily help us from running into walls though
[10:27:57] <sbx> but it's nice to have them now
[10:28:01] <sbx> it just said connection to host lost
[10:47:45] <luteijn> crap must be some thing weird on the map, I'll have to check the log.
[10:47:54] <sbx> yeah
[10:48:49] <luteijn> Hmm there's a ship there with a framenumber that's so high it lokos like it is a pc
[10:49:08] <luteijn> another step-out
[10:49:38] <luteijn> I hate the way the format variable lenght format has all kinds of hardcode need to knows
[10:54:34] <luteijn> okay I hacked around that ship so the client should let you walk on to the castle now
[10:55:15] <sbx> let's see
[10:56:25] <sbx> nope
[10:56:35] <luteijn> let me see what is wrong for you..
[10:57:50] <luteijn> hmm didn't see anything special in the log, just that the server closed conection to you eventually.
[10:58:29] <luteijn> maybe you accidentally changed unix's password?
[10:59:50] <sbx> i don't think so
[11:00:02] <sbx> it logs in
[11:00:42] <luteijn> but you never get any updates from the server. try the graphcal client to see what it does?
[11:00:53] <sbx> im logged in now
[11:02:51] <luteijn> kicked again?
[11:03:40] <sbx> it's doing it again
[11:04:22] <luteijn> maybe try walking north right after logging in, maybe it's missing a keepalive orsomething
[11:05:13] <luteijn> the way I draw the background now it is actually harder to see things too.
[11:05:38] <sbx> when I log in it doesn't display the map
[11:05:44] <sbx> I held up but it still logged out.
[11:05:55] <luteijn> that measn the server is not sending you the map data.
[11:06:15] <luteijn> try the real client?
[11:07:12] <sbx> doesn't work either
[11:07:15] <sbx> is the server down?
[11:07:18] <luteijn> with the real client I do get updates for unix
[11:07:26] <sbx> i was trying unix too
[11:07:52] <sbx> now it works
[11:08:08] <luteijn> I guess I wriggled something by loggin in the real client
[11:27:43] <luteijn> crap cyclopses also have high frame numbers.
[11:28:08] <luteijn> I'd better make the player controlled character an exception instead of a rule ;)
[11:28:10] <sbx> what does it do?
[11:28:45] <luteijn> well it loked like if a certain bit was set in the higher 6 bits of an object, it meant this was a PC
[11:29:06] <luteijn> but some objects with more than 16 frames also get this bit set
[11:29:31] <sbx> oh
[11:29:50] <luteijn> so probably the game decides someone is a pc on a combinatino of this bit being set and the object being a human, which normally wouldn't have that many frames, Iguess
[11:30:40] <luteijn> so now this cyclops gets along and it misalignes the data stream, giving such funny reasults my client craps out.
[11:32:50] <sbx> he's won this round
[11:36:44] <luteijn> almost fixed, I think, just need to make a list of object numbers that are humans...
[11:41:27] <luteijn> fixed I think
[11:42:04] <sbx> i'll try it
[11:42:53] <sbx> where is the ladder?
[11:43:12] <sbx> oh there you are
[11:50:06] <sbx> yeah it's a little odd now
[11:50:50] <luteijn> if you are selecting, e.g. for use, and press space it will do a quick look.
[11:51:06] <luteijn> really handy to look around quickly a it doesn't end selection mode
[11:52:14] <sbx> ah k
[11:52:17] <sbx> how does it do that?
[11:52:29] <sbx> isn't the selection mode on the server?
[11:54:07] <luteijn> no the selection is local :)
[11:54:53] <luteijn> when you press 'l' I just remember that whenever the selection is ended I should send a look message for the coordinates
[11:55:12] <luteijn> (u,a,g remember to send a use attack get instead)
[11:55:57] <luteijn> when selection is active and you press space, it will fire off a look message to the server, the answer comes back and is handled so you see what is under the cursor on the right.
[11:56:11] <sbx> oh ok
[11:58:09] <luteijn> I guess if I just print a white on blue ~ whenever there is a 00 00 in the objects file, I would have the best of both worlds..
[12:00:06] <sbx> is there a symbol you can print that looks blank?
[12:00:18] <sbx> but colored
[12:01:46] <luteijn> the space
[12:02:37] <luteijn> put the problem is that you want something with both back and foreground, or it won't display things that have black bg an white fg. (remember the colors are still quite random)
[12:12:41] <sbx> I'll try it later, going for now.
[12:12:45] <sbx> thanks for stopping by luteijn
[12:12:47] <sbx> cya
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