#nuvie@irc.freenode.net logs for 15 Feb 2005 (GMT)

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[10:40:35] <Yuv422> hi
[10:42:13] <sbx> heya
[10:42:18] <sbx> hows it goin
[10:42:26] <Yuv422> hey sbx
[10:42:30] <Yuv422> I'm good
[10:42:35] <Yuv422> how about yourself?
[10:43:04] <sbx> okay, someone tricked me and had an aim bot message me and talk to me for 10 min
[10:43:14] <Yuv422> :(
[10:43:16] <sbx> chattingaimbot.com
[10:45:21] <sbx> it was actually pretty funny when he told me about it
[10:45:32] <sbx> If I was in linux now I'd be working on the fade effect.
[10:45:43] <Yuv422> hehe
[10:45:50] <sbx> finally applying it to actors and objects
[10:45:58] <sbx> so we can have a complete moongate effect
[10:46:00] <Yuv422> cool
[10:46:06] <sbx> but I'm in XP at the moment
[10:46:43] <sbx> I think I'm going to keep the mapwindow-sized transparent layer to apply it to, but center it around the actor object so the fade starts from there
[10:47:31] <sbx> FadeOut is easy that way: just draw the tile on the layer and color it transparent.
[10:47:38] <Yuv422> does the fade use transparency?
[10:48:04] <sbx> Yes the current one does.
[10:48:30] <sbx> I mean, it uses the transparent color; not alpha.
[10:48:38] <Yuv422> ah
[10:48:56] <Yuv422> like the invisible mode?
[10:49:49] <sbx> guess so
[10:50:26] <sbx> It's used otherwise in the darkness tiles.
[10:50:33] <sbx> for original lighting
[10:51:08] <Yuv422> http://www.fretplay.com/tabs/m/misc_comp_games/ultima_6_and_7-tab.shtml
[10:54:08] <sbx> that's neat
[10:54:15] <sbx> I have some sheet music.
[10:54:24] <sbx> I don't play guitar.
[10:55:47] <Yuv422> who'd have thought you could get u6/7 guitar tabs. ;)
[10:56:20] <sbx> hehe, not me
[10:56:25] <sbx> but I did find piano music
[10:58:02] <sbx> that reminds me, did you know the bard plays two songs?
[10:58:29] <Yuv422> no
[10:58:41] <Yuv422> wait when they are camping?
[10:58:54] <Yuv422> or in the bar?
[11:00:52] <sbx> in the bar
[11:01:00] <sbx> I don't remember what is played while camping
[11:01:07] <sbx> but I recorded both songs from dosbox
[11:01:17] <sbx> so I can add them to a sound effects pack
[11:01:56] <sbx> going to make a "classic PC Speaker" package
[11:01:56] <sbx> from dosbox
[11:03:37] <Yuv422> cool
[11:06:44] * sbx wonders if winamp can write mp3.
[11:18:06] <sbx> yes, it can
[11:18:20] <sbx> only 56Kbps though (with provided plugin)
[11:18:54] <sbx> I sent you the sound played when you quaff a white potion.
[11:19:02] * Yuv422 listens
[11:19:21] * Yuv422 fires up dosbox for a comparison
[11:20:34] <Yuv422> can you save it as a wave?
[11:20:41] <Yuv422> it sounds good btw
[11:22:14] <sbx> yep it sounds much better as wave, that's what dosbox saves as
[11:22:32] <Yuv422> is it just me or do the sounds seem to get louder as you aproach?
[11:22:33] <sbx> need to edit too
[11:22:48] <Yuv422> the water fountain for example
[11:22:57] <sbx> I never noticed that. It would be nice if they did in Nuvie.
[11:23:29] <sbx> maybe the sound program just plays more clicks per second when you get closer
[11:24:19] <Yuv422> well the sfx system in nuvie does that now
[11:24:39] <sbx> That's cool... without any sounds I havnt got to test it yet. ;)
[11:25:58] <sbx> As long as your testing it in dosbox, go to a pub and listen to the bard.
[11:26:08] <sbx> when you go off and onscreen a few times the song changes
[11:27:06] * Yuv422 checks
[11:29:37] <sbx> it would play slower if you or actors were walking
[11:30:02] <sbx> nuvie wont have that problem
[11:30:27] <sbx> I like the stealing sound too.
[11:31:09] * Yuv422 sits at the harpsicord and plays along side the bard.
[11:33:05] <sbx> the avatar always secretly wanted to travel britannia with a bard troupe instead of adventuring
[11:33:19] <sbx> how do you want to handle playing instruments?
[11:33:50] <Yuv422> hmm
[11:34:08] <sbx> we can record 10 sounds, or 1 sound and change it's pitch, or just play a preset song when using instruments
[11:34:31] <Yuv422> I think we need the ability to play. :)
[11:34:39] <Yuv422> it wouldn't be u6 otherwise. ;)
[11:34:45] <sbx> me too
[11:34:48] <sbx> snes u6 didnt let you play
[11:34:58] <sbx> it would change the song
[11:35:00] <sbx> like u7
[11:35:07] <Yuv422> I'd say just record the 10 notes
[11:35:30] <sbx> That is easiest. Though the notes in dosbox hardly sound like an instrument.
[11:35:43] <sbx> There is a slight difference between them.
[11:36:07] <Yuv422> well we can always add better sounds in a different sound pack
[11:36:28] <sbx> hmm, yeah this is PCSpeaker soundpack we're talking about after all
[11:36:35] <sbx> no problem being authentic sounding
[11:37:37] <sbx> how does the code reference sound files currently? they have to be hardcoded?
[11:39:24] <Yuv422> in the sfx config file
[11:39:42] <sbx> oh we have one? :) great
[11:40:26] <Yuv422> tile_samples.cfg
[11:40:31] <Yuv422> 0717;fireplace.wav;
[11:40:32] <Yuv422> 0719;fireplace.wav;
[11:40:32] <Yuv422> 0684;snore2.wav;
[11:40:32] <Yuv422> 0685;snore2.wav;
[11:40:47] <sbx> oy
[11:41:02] <sbx> how would you go about making a tile emit a random sound?
[11:41:06] <sbx> or changing how it plays
[11:41:21] <sbx> or select a sound to play for actions
[11:41:23] <Yuv422> we'd have to add that functionality I guess
[11:41:39] <Yuv422> maybe multiple entries for a single tile number?
[11:41:51] <sbx> ok
[11:41:57] <Yuv422> that file format is fairly primative
[11:42:01] <sbx> something can go after that second semicolon
[11:42:05] <Yuv422> we can enhance it
[11:42:42] <sbx> ok... yeah I'd like to not play a dozen ocean-wave sound effects when on a boat :)
[11:43:49] <sbx> Do you think a release can be ready by March 14th?
[11:44:06] <Yuv422> yeah that's probably not exactly what we want. ;)
[11:44:13] <Yuv422> hmm
[11:44:27] <Yuv422> we'll I'm off on holidays on the 11th
[11:44:38] <Yuv422> but I think we could get one out by then
[11:44:45] <sbx> I'd really like to say something has been released before the 2year anniversary of the project.
[11:44:53] <sbx> ok
[11:45:08] <Yuv422> do you have any outstanding issues you want to see fixed before a release?
[11:45:11] <Yuv422> yeah me too.
[11:45:39] <Yuv422> if we didn't provide snapshots people might think the project was vapourware. ;)
[11:46:04] <sbx> forum could be more active
[11:46:15] <sbx> Outstanding issues? Yes... I still have the ErrorBox and some gui enhancements around here somewhere that I need to finish.
[11:46:48] <sbx> Want to finish this fade effect, and fix dragndrop
[11:47:03] <Yuv422> I'd like to fix a few stability issues
[11:47:05] <Yuv422> too. ;)
[11:48:01] <sbx> want to make a roadmap to v0.1?
[11:48:11] <sbx> or whatever it will be called
[11:48:47] <sbx> I still think it would be cool if the releases were named.
[11:48:53] * sbx shrugs.
[11:49:29] <Yuv422> hehe
[11:49:41] <Yuv422> Nuvie 0.1 (Nuvie3D)
[11:49:58] <Yuv422> a roadmap sounds good
[11:50:11] <sbx> ...no, let's forget that name please :)
[11:50:18] <Yuv422> hehe
[11:50:40] <sbx> ok
[11:51:52] <sbx> alright I made a list please add to this
[11:52:26] <sbx> A list of features/fixes that I'd like to see added, and aroudn when I think they can be complete.
[11:53:33] <sbx> Please reincorporate that into your own style if you like, and send it back.
[11:53:59] <sbx> s/reincorporate/incorporate/
[11:54:20] <sbx> BTW have you tried moving an object with the Move command + mouse to select target?
[11:54:35] <Yuv422> no does that work?
[11:54:36] <sbx> Along the lines of "clean up mouse interface", this is working correctly now.
[11:55:01] <sbx> It shows the arrows centered on the object, and only lets you move it 1 space.
[11:55:10] <sbx> This is consistent with U6.
[11:55:24] <Yuv422> let me have a look
[11:55:41] <Yuv422> I'd like to fix up death by maptile
[11:55:59] <Yuv422> with involves taking move out of pathfiding
[11:56:03] <Yuv422> finding
[11:56:25] <Yuv422> I'd also like to fix the world map crash
[11:56:28] <sbx> I thought about that a little. We'll still need to consider pathfinding when moving.
[11:56:35] <Yuv422> maybe some other unhandled seg faults
[11:56:43] <Yuv422> yes
[11:56:49] <sbx> Sometimes the pathfinder does something special when moving, that the normal Actor movement function doesn't do.
[11:56:58] <Yuv422> the pathfinder will be consulted before each step
[11:57:18] <sbx> Did you notice that NPC's close doors now? :)
[11:57:30] <sbx> I moved the code from LPath to Actor.
[11:57:43] <Yuv422> cool
[11:57:46] <sbx> and put sort of a hack in AStar so they won't try to use the top of a door
[11:57:54] <Yuv422> just sorting out a merge conflict
[11:58:03] <sbx> ok
[11:59:14] <sbx> I don't know any way to fix the world map crash in all cases except to make new coordinate types and override their operators.
[11:59:30] <sbx> not sure if that would fix it everywhere
[12:02:21] <sbx> Then replace every instance in the code of "uint16 x" with the wrapping type. (and coordinate variables aren't always called "x")
[12:03:04] <sbx> If not that then any place that uses coordinates mathematically will need to do it's own check for wrapping around the world.
[12:03:05] <Yuv422> it will be a fairly big job I'd imagine
[12:03:18] <sbx> yes either way unless you know something easier
[12:03:26] <Yuv422> we'll need it for MD though
[12:03:31] <sbx> I havn't thought about it much really.
[12:04:05] <sbx> even without MD some checks need to be added everywhere to prevent the crash
[12:04:21] <Yuv422> yes
[12:04:30] <sbx> U6O just stops the map moving when you get near the edge :)
[12:04:46] <sbx> and the player moves off-center instead
[12:07:03] <Yuv422> I think we should just go with centered player
[12:07:13] <Yuv422> it shouldn't hurt u6
[12:07:22] <Yuv422> and it will work with MD
[12:09:45] <sbx> The non-centered player is more common to console games.
[12:10:36] <Yuv422> but u6 has the ether border anyway
[12:10:55] <Yuv422> so it should look ok.
[12:11:18] <Yuv422> A few things rely on the fact that the player is centered
[12:11:33] <sbx> I think it looks less conusing with a centered player too.
[12:11:57] <sbx> I don't even know if you can go around the world with the balloon in U6O.
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[13:25:25] <Yuv422> time for bed
[13:25:26] <Yuv422> cya
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