#nuvie@irc.freenode.net logs for 14 Sep 2003 (GMT)

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[10:43:42] <SB-X> hi
[10:43:48] <wjp> hi
[10:44:12] * SB-X is afraid he broke portcullissess.
[10:44:52] <SB-X> but dont see what i could have done
[10:47:36] <wjp> locally or in CVS?
[10:47:46] <SB-X> local
[10:48:00] <SB-X> i am hoping somebody can check CVS and see if it has the same behavior
[10:48:03] <SB-X> then i know its not what i did
[10:48:08] <wjp> sure
[10:48:25] <wjp> what do you want me to do?
[10:48:27] <SB-X> does the portcullis at LB's castle work for you?
[10:48:31] <SB-X> it turns into a cookfire for me
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[10:49:30] <wjp> it opens properly her
[10:49:31] <wjp> e
[10:49:37] <SB-X> geh
[10:49:38] <SB-X> thanks
[10:49:42] <wjp> and closes properly again too
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[12:34:16] <Yuv422> hi armav
[12:35:30] <armav> hi
[12:35:58] <armav> why doesn't nuvie have more bug reports?
[12:36:30] <wjp> what kind of a question is that? :-)
[12:36:36] <armav> do you think the little bugs should wait until all features have been implemented?
[12:40:33] <SB-X> no not all of them
[12:42:04] <Yuv422> bug reports give me a reason to fix things up. :)
[12:42:16] <Yuv422> otherwise I get carried away with new features
[12:43:02] <armav> i suppose there are lots of minor bugs in nuvie at this point, i just don't know if they're worth reporting
[12:43:30] <wjp> speaking of bugs... the crash when quiting during conversations is caused by ~Converse doing a bit much
[12:43:43] <Yuv422> ah k
[12:44:02] <wjp> one way to get around it is deleting converse before anything else in ~Game, and deleting game first in ~Nuvie
[12:44:12] <wjp> of course that's slightly hack-ish
[12:44:41] <Yuv422> so is converse deleteing things prematurely?
[12:44:48] <wjp> no, it's updating the screen
[12:44:54] <Yuv422> ah
[12:45:04] <Yuv422> which is deleted at that point
[12:45:07] <wjp> (which won't work after the screen or the tilemanager are gone :-) )
[12:45:15] <Yuv422> right
[12:46:25] <Yuv422> can we hook the sdl window close button?
[12:46:35] <wjp> it's the SDL_QUIT event
[12:46:40] <Yuv422> right
[12:47:08] <Yuv422> but it will destruct regardless, right?
[12:47:29] <Yuv422> or does it just generate the message?
[12:47:39] <wjp> it just generates an SDL_QUIT event
[12:48:42] <SB-X> we can just get rid of the stop() call there
[12:49:03] <SB-X> well no nm that wouldnt free all the memory
[12:49:23] <Yuv422> hmm
[12:49:33] <Yuv422> vividos wouldn't be happy about that. :)
[12:49:43] <Yuv422> he's our memory cleaner. :)
[12:49:47] <SB-X> but we can duplicated some of Converse::stop(), not including the parts that use msgscroll
[12:50:14] <Yuv422> or have a destruct only state
[12:50:26] <Yuv422> so it just skips the message bits
[12:51:32] <Yuv422> bool display_output
[12:52:06] <SB-X> ya
[12:52:07] <wjp> wouldn't it be cleaner to have whatever destroys Converse reset the screen?
[12:52:21] <SB-X> can you check to see if the portcullis works for you too?
[12:52:21] <SB-X> at LB's castle
[12:52:31] <wjp> currently the Converse class has to 'know' about the normal state of the screen
[12:52:36] <SB-X> im sure it will
[12:53:20] <SB-X> converse isnt destroyed until the game ends so it wont care about the screen then anyway
[12:53:42] <wjp> ok, replace 'destroys' by 'calls stop()' then :-)
[12:54:00] <Yuv422> SB-X: yeah portcullises work for me
[12:54:17] <wjp> ...which I see is the Converse class itself... hmmm
[12:54:46] <SB-X> oh
[12:54:46] <SB-X> Yuv422: thanks
[12:54:56] * Yuv422 dislikes cleanup logic. :(
[12:55:13] <wjp> it's necessary from time to time though :-)
[12:55:17] <Yuv422> which is probably why alot of my destructors were empty.
[12:55:19] <Yuv422> yeah I know
[12:55:28] <SB-X> stop() is called from a few places
[12:55:36] <Yuv422> I try not to leak memory. :)
[12:55:51] <SB-X> i think the way we are doing it is that the big mega classes have all of that within their (de)init functions, and Game just creates and destroys them
[12:57:47] <SB-X> i can change it to whatever is necessary after i fix this portcullis thing
[12:58:32] <armav> when do you estimate nuvie 1.0 will be ready? :)
[12:58:39] <armav> just curious :)
[12:58:54] <Yuv422> armav: about 2 or 3 hours. ;)
[12:59:12] <Yuv422> maybe a bit longer if we can't fix this portcullis bug. *g*
[12:59:19] <armav> earth time or britannian time?
[12:59:27] <Yuv422> Yuv time!
[12:59:45] <Yuv422> which could be from now to whenever. :)
[12:59:56] <armav> what's a yuv anyway, some tyoe of vehicle?
[13:00:01] <armav> *type
[13:00:11] <Yuv422> it's a colour space
[13:00:55] <Yuv422> SB-X did you change anything in use_switch?
[13:01:27] <Yuv422> fireplace would mean your obj_n is getting zero'd out.
[13:02:04] <wjp> ah, is that why fireplaces were so popular for items/npc to change into? :-)
[13:02:16] <Yuv422> armav: seriously. I'm not sure when we'd be ready for a 1.0 release. Or any release for that matter.
[13:02:24] <Yuv422> wjp: yeah
[13:02:45] <Yuv422> not sure why the fireplace was used as the zero object
[13:03:12] <Yuv422> I guess it is a destinctive tile.
[13:03:26] <SB-X> Yuv422: yes im sure thats it, and experiencing that problem made me wonder what benefit there is to changing the use functions at all :)
[13:03:57] <Yuv422> what was your reasoning?
[13:04:10] <Yuv422> to get rid of the messy switch?
[13:04:26] <Yuv422> to allow use chains?
[13:04:53] <SB-X> i dont know it wasnt that messy
[13:05:21] <Yuv422> is the new way "cleaner"
[13:05:28] <Yuv422> or more intuitive?
[13:06:59] <SB-X> it replaces the calls from the switch with add_usecode() calls in init
[13:07:26] <Yuv422> is add_usecode called once?
[13:07:35] <SB-X> yeah
[13:08:08] <SB-X> if you add a new object you have to make its function, and put another add_usecode() in
[13:08:40] <SB-X> before if you added a new object you had to make its function (unless you wanted the code in the switch), and add it to the switch
[13:09:41] <Yuv422> is it still called from use_obj()
[13:09:51] <Yuv422> when using an oobject?
[13:10:25] <Yuv422> will this support use chaining?
[13:10:30] <Yuv422> use key on door
[13:10:48] <SB-X> bool U6UseCode::use_obj(Obj *obj, Actor *actor);
[13:11:55] <SB-X> it will have to support use key on door :)
[13:12:13] <Yuv422> hmm
[13:12:13] <SB-X> right now it doesnt any more than the previous method
[13:12:32] <SB-X> and it doesnt have any src_obj
[13:12:39] <Yuv422> was the use system only ever one action deep?
[13:13:16] <Yuv422> so how would you tell the key what door to use?
[13:13:54] <Yuv422> or would use key_door find the key from the actors inventory?
[13:14:55] <SB-X> we can do both
[13:16:29] <Yuv422> so is use_switch two functions now?
[13:17:19] <SB-X> (how to use key on door) Use key with obj_ref as NULL. UC Function will tell MapWindow or Event to get coords. When coords are entered, the original object function (key) is called (it must have been stored with the original request) again with obj_ref as the door?
[13:17:51] <SB-X> use_switch is still one function right now, would it be better as two?
[13:17:58] <Yuv422> not sure
[13:18:08] <SB-X> still one func now because i didnt want to change the code where it wasnt necessary
[13:18:13] <Yuv422> but it handles two types of levers
[13:18:25] <Yuv422> if it aint broke...
[13:19:12] <SB-X> right :)
[13:19:31] <SB-X> i put the obj->obj_n test in the function (to select message and target), and writing that probably resulted in the fireplace portcullis
[13:19:55] <Yuv422> ah k
[13:22:00] <SB-X> Except for the balloon we can do vehicles now.
[13:22:00] <SB-X> We can even add a Yuv vehicle.
[13:22:11] <Yuv422> cool
[13:22:23] <Yuv422> can it travel 20 tiles per second?
[13:23:18] <SB-X> Y-yes it should
[13:23:18] <SB-X> you'd have to get the specifics from armav
[13:23:56] <Yuv422> so vehicles would be handled by usecode?
[13:24:49] <SB-X> only using them
[13:26:19] <SB-X> do the other two games have vehicles?
[13:27:23] <SB-X> when i was thinking about one way to do it i made a sample Vehicle base class
[13:27:37] <SB-X> raft is the easiest because it is only one frame
[13:28:08] <SB-X> balloon changes several frames and has to lift off the ground (and change view offset), but doesnt need to change direction
[13:28:54] <armav> raft = skiff?
[13:28:54] <Yuv422> MD has barges
[13:30:04] <SB-X> ah ok
[13:30:37] <Yuv422> raft is difference to skiff
[13:30:44] <Yuv422> it was unpowered
[13:30:46] <SB-X> armav: skiff is a boat that has 4 frames, raft is logs tied together that only has 1 frame :)
[13:31:07] <SB-X> i think you can only find rafts, not purchase them
[13:31:11] <armav> were there rafts in ultima 6?
[13:31:37] <Yuv422> there is one on the river north east from britan
[13:32:40] <SB-X> probably 4 in all of britannia :)
[13:34:27] <Yuv422> they just drift with the current from memory.
[13:34:54] <SB-X> hmm that would make them more difficult
[13:36:23] <SB-X> that was stupid, the portcullis thing was a case of "==" instead of "=" :P
[13:36:29] <Yuv422> hehe
[13:36:34] <SB-X> sorry
[13:38:32] <Yuv422> I'm off to bed now
[13:38:44] <Yuv422> cya guys
[13:39:13] <SB-X> cya
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