#nuvie@irc.freenode.net logs for 13 Jul 2006 (GMT)

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[07:57:13] --> Yuv422 has joined #nuvie
[08:02:17] <SB-X> hey yuv
[08:10:58] <Yuv422> hey SB-X
[08:11:03] <Yuv422> how's it going?
[08:15:07] <SB-X> im converting my actorlist sorting functions to stl
[08:15:17] <Yuv422> cool
[08:15:19] <SB-X> then i'll upload my changed to cvs
[08:15:25] <SB-X> first I want to fix this vehicle bug
[08:15:31] <Yuv422> iterate away. ;-)
[08:15:32] <SB-X> its crashing when you enter a vehicle
[08:15:35] <SB-X> heh
[08:15:36] <Yuv422> Ouch
[08:15:50] <SB-X> its not initing the vehicle actor properly
[08:15:54] <SB-X> because it stays at 0,0,0
[08:16:01] <SB-X> and moves the party there
[08:16:04] <SB-X> when you try to move it crashes
[08:16:50] <SB-X> I found another U6 bug. :)
[08:17:04] <Yuv422> cool
[08:17:13] <Yuv422> what is it doing this time?
[08:17:44] <SB-X> Light a powder keg and them Move it. It will never explode (but if it's close to a door it will print "door blown").
[08:17:49] <SB-X> then Move it*
[08:18:02] <Yuv422> hehe
[08:18:25] <Yuv422> does this mean you put keg == blown up door code into nuvie?
[08:18:37] <SB-X> nope
[08:18:43] <Yuv422> I was going to add that
[08:18:45] <Yuv422> ;-)
[08:18:54] <SB-X> that should be pretty easy, as you can already blow up other powder kegs
[08:19:03] <Yuv422> yeah
[08:19:18] <Yuv422> did you know you can't blow up a magically locked door?
[08:19:29] <SB-X> no
[08:19:37] <SB-X> is that intentional?
[08:19:43] <Yuv422> I wanted to find out exactly how it was done in the original first
[08:19:47] <Yuv422> I guess so
[08:19:55] <Yuv422> forces you to use magic I guess
[08:20:09] <SB-X> but isn't there a way to get around magic locked doors?
[08:20:23] <SB-X> i know you can use magic lock and get around regular locked doors
[08:20:41] <Yuv422> hehe nothing would surprise me
[08:20:51] <Yuv422> bbl
[08:20:58] <Yuv422> going to get some food for dinner
[08:21:07] <SB-X> ok
[08:26:36] <SB-X> Yuv422: you want to edit UseCodeExplosiveEffect::hit_object() in Effect.cpp
[08:27:02] <SB-X> or you will when you get back
[08:28:12] <SB-X> and add a new if block; the only difference between doors and kegs is that the door doesn't need to start another explosion
[08:29:51] <SB-X> oh, and "The door is blown up!"
[08:31:19] <SB-X> that's printed every time (but in U6 it's part of the timed event and not the effect)
[11:42:31] <Yuv422> cool
[11:46:34] <SB-X> now I can't duplicate the powder keg bug
[11:47:11] <Yuv422> is the keg close enough to the door?
[11:47:21] <SB-X> it's not near a door at all
[11:48:13] <Yuv422> maybe it was before
[11:48:20] <Yuv422> the door was just off screen
[11:48:28] <Yuv422> or some such. ;)
[11:48:34] <SB-X> the door was on screen before, but its not supposed to blow up at all
[11:50:48] <SB-X> i will try to duplicate it again another time
[11:51:17] * Yuv422 gives it a go
[11:53:41] <Yuv422> I tried the keg bug
[11:53:44] <Yuv422> no luck
[11:54:02] <Yuv422> maybe you were sitting on a chunk boundary?
[11:57:37] <SB-X> thats pretty likely since i was on a road between buildings in britain
[11:57:42] <SB-X> it might also be related to saving
[11:58:07] <Yuv422> yeah that sounds like a likely cause
[12:02:44] <SB-X> i don't remember reloading but I did save the game before the powder keg should've exploded
[12:08:50] <Yuv422> I'm off to bed
[12:08:54] <Yuv422> cya
[12:09:07] <wjp> good night
[12:09:16] <-- Yuv422 has left IRC ()
[12:41:41] <SB-X> me too
[12:41:42] <SB-X> cya
[12:42:51] <-- SB-X has left IRC ("*slips away unnoticed*")
[13:27:27] <luteijn> drop keg, use keg, ctrl-s, Y, pass a few turns, 'the door is blown up' (but isn't, and the keg is still there with the lit fuse.'
[13:27:52] <luteijn> no need to move it.
[13:28:16] <luteijn> detonating another keg next to it will blow up the suspended keg.
[13:42:23] <-- Kirben has left IRC (Read error: 110 (Connection timed out))
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