#nuvie@irc.freenode.net logs for 16 Aug 2015 (GMT)

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[00:32:53] <zabeus> ping
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[02:30:12] <Yuv422> hey sb-x
[02:30:42] <sb-x> hey hey
[02:30:45] <Yuv422> How’s the Script stuff going?
[02:31:00] <sb-x> haven't worked on it much more but nuvie is not compilable atm
[02:31:07] <sb-x> was reordering the class loading
[02:31:13] <Yuv422> ah k
[02:31:27] <sb-x> maybe i shouldnt use script cutscene for the menu
[02:31:46] <sb-x> and make a new ScriptMenu / ScriptUI / ScriptGameSelect class
[02:32:08] <sb-x> still, script inits scriptcutscene right away so that has to be changed anyway
[02:32:20] <Yuv422> hmm
[02:32:31] <Yuv422> yeah I was wondering about the naming at least
[02:32:31] <sb-x> i was thinking of putting an init.lua in the root scripts folder
[02:32:39] <sb-x> do you think that's a good idea?
[02:32:49] <sb-x> data/scripts/init.lua
[02:33:29] <Yuv422> I think we should to get it working with the existing first
[02:33:32] <Yuv422> if possible
[02:33:40] <Yuv422> then maybe look at the class structure
[02:33:51] <Yuv422> the cutscene stuff is fairly general
[02:34:20] <Yuv422> not really game specific and it is quite relevent to the UI/menu stuff
[02:35:14] <Yuv422> maybe we should change the name
[02:35:32] <sb-x> i havent looked to see what that script does really
[02:36:53] <Yuv422> Did you want me to have a go at getting script access from the GameSelect code?
[02:39:15] <Yuv422> looks like Script::init needs to change
[02:39:16] <sb-x> no that's ok i've got a nice branch going :)
[02:39:28] <Yuv422> ok
[02:39:32] <sb-x> it doesn't compile but I'm sure it will get there
[02:39:36] <sb-x> thanks for offering
[02:39:56] <sb-x> oh, i was wrong. it compiles but stops at some point
[02:40:05] <Yuv422> I think Script::init should probably be renamed
[02:40:08] <sb-x> i put ConsoleAddInfo's to see how far it was getting
[02:40:15] <sb-x> i think i completely changed that method
[02:40:30] <Yuv422> righto
[02:40:33] <Yuv422> yeah initGame
[02:40:35] <sb-x> yes, i made it bigger
[02:40:40] <sb-x> i moved some of the stuff from the ctor
[02:40:47] <Yuv422> cool
[02:41:02] <Yuv422> script should work without the gametype
[02:41:05] <sb-x> just making changes here and there to get further in the load process :)
[02:41:12] <sb-x> yep that's the plan
[02:41:19] <Yuv422> cool
[02:41:24] <sb-x> it still tries to load init.lua from gametag
[02:41:37] <Yuv422> yeah that’s ok
[02:41:51] <Yuv422> maybe pass game_type as an arg to init()
[02:42:17] <Yuv422> All init() is doing is kicking off the ingame script
[02:42:49] <Yuv422> and remove game_type from the ctor
[02:42:57] <sb-x> i wonder if we'll be able to change games, ie. "exit to menu" from u6 and then select md
[02:43:00] <Yuv422> and you should be in business :)
[02:43:10] <Yuv422> yeah
[02:43:13] <Yuv422> that would be nice
[02:43:18] <sb-x> yeah i think i forgot to move the call to "init()" to after selecting the game
[02:43:27] <Yuv422> hehe
[02:43:35] <sb-x> init.lua makes me think of python
[02:43:51] <sb-x> with an __init__ in module folders
[02:44:03] <Yuv422> I haven’t done any python work
[02:44:48] <sb-x> basically just thinking how it loads automatically :)
[02:44:59] <sb-x> maybe it shouldnt error out if it doesnt exist
[02:45:09] <sb-x> but the script can fail later if not-initializeed properly
[02:45:30] <sb-x> that's an unrelated change though
[02:45:49] <sb-x> actually i was just reading CRPG addict's final rating on u6 :)
[02:45:53] <sb-x> http://crpgaddict.blogspot.com/2014/03/ultima-vi-final-rating.html
[02:46:06] <sb-x> (for something completely different)
[02:50:17] * Yuv422 tries to remember where he left the MD dev at
[02:56:35] <sb-x> conveyor belts ;)
[02:57:06] <Yuv422> yeah
[02:57:14] <Yuv422> coker worktype
[02:57:42] <Yuv422> he is turning into a green blob while moving at the moment. ;)
[03:00:32] <sb-x> ah, fun with frames?
[03:01:43] <Yuv422> yeah
[03:02:11] <Yuv422> it’s a 1 by 2 actor
[03:02:31] <Yuv422> which only moves in the Y direction
[03:02:41] <Yuv422> with two animation frames
[04:41:13] <sb-x> i have to go, good luck :)
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