#nuvie@irc.freenode.net logs for 16 Jul 2006 (GMT)

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[00:35:22] --> Yuv422 has joined #nuvie
[00:42:07] <SB-X> hey yuv
[00:42:12] <SB-X> going to work?
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[00:58:03] <-- Yuv422 has left IRC (Read error: 110 (Connection timed out))
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[01:17:25] <SB-X> Yuv422: having irc problems again?
[01:25:59] <Yuv422> hey SB-X
[01:26:03] <Yuv422> of course
[01:29:56] <Yuv422> my sf password expired
[01:30:09] <Yuv422> it was nice of them to tell me. Not!
[01:30:37] <Yuv422> I only found out after trying to login to shell, cvs then the website
[01:33:44] <SB-X> same here
[01:34:07] <SB-X> i mentioned it here :)
[01:34:26] <Yuv422> hehe I remember that now. :)
[01:34:46] <SB-X> wjp told me about having to reset the password too
[01:34:55] <SB-X> are you going to work?
[01:34:59] <Yuv422> I thought at the time that you hadn't updated your cvs
[01:35:13] <Yuv422> hehe not on a sunday
[01:35:17] <SB-X> oh yeah, I did that a while ago
[01:35:20] <SB-X> cool
[01:35:30] <SB-X> maybe you can look at the vehicle crasht hen
[01:35:34] <SB-X> crash then*
[01:35:37] <Yuv422> today is nuvie day
[01:35:39] <Yuv422> yup
[01:35:41] <SB-X> yay
[01:35:43] <Yuv422> I'll look at it now
[01:37:02] <SB-X> if you put ship_actor->move(obj->x, obj->y, obj->z, ACTOR_FORCE_MOVE); after ship_actor->init_from_obj(obj);, it appears to work
[01:37:12] <SB-X> but im curious why it worked before without that
[01:39:06] <SB-X> (the ship wont move but that's probably because it's not ignoring moves)
[01:43:23] <Yuv422> first I need to update my xcode build
[01:46:36] --- servus__ is now known as servus
[01:51:04] <Yuv422> was ActorList the only new file added?
[01:59:52] <Yuv422> hmm
[02:00:01] <Yuv422> LB is talking gibberish
[02:00:08] <Yuv422> Worktype: 129
[02:00:13] <Yuv422> 10=0
[02:00:14] <Yuv422> 11=0
[02:00:17] <Yuv422> 12=0
[02:00:22] <Yuv422> etc
[02:01:10] <Yuv422> Ouch
[02:01:19] <Yuv422> LB healed me from a new save game
[02:01:28] <Yuv422> and I got 240HP
[02:03:07] <Yuv422> hmm
[02:03:18] <Yuv422> that might be a problem new save games
[02:03:29] <Yuv422> I'm now level 8
[02:03:34] <Yuv422> with 9999 exp
[02:05:33] <SB-X> nice
[02:06:33] <SB-X> you should also know that some temp actors are getting spawned with 0 dex
[02:06:59] <SB-X> they can't do anything then and that probably shouldn't happen so it causes an assertion failure
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[02:25:37] <Yuv422> I'm just looking at an old version
[02:26:26] <Yuv422> 0 dex
[02:26:32] <Yuv422> they must be in a coma
[02:27:02] <Yuv422> ok a version from 20050414
[02:27:04] <Yuv422> works
[02:27:07] <Yuv422> let see why
[02:27:10] <Yuv422> +s
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[02:34:45] <Yuv422> hey Sheng_Gradilla
[02:34:50] <Yuv422> long time no see
[02:35:17] <SB-X> hello
[02:35:40] <Sheng_Gradilla> hello :)
[02:36:00] <Sheng_Gradilla> just checking around
[02:36:13] <Sheng_Gradilla> must go...
[02:36:16] <Sheng_Gradilla> bye
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[02:37:23] <Yuv422> hehe
[02:37:26] <SB-X> bye
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[02:41:14] <Yuv422> ok I'm trying the us freenode server now
[02:41:23] <Yuv422> hopefully this works better
[02:41:49] <Yuv422> I'm sick of reading everyone responses from the weblog
[02:48:48] <Yuv422> ok that's weird!
[02:49:04] <Yuv422> void Actor::init_from_obj(Obj *obj)
[02:49:04] <Yuv422> {
[02:49:05] <Yuv422> x = obj->x;
[02:49:05] <Yuv422> y = obj->y;
[02:49:05] <Yuv422> z = obj->z;
[02:49:05] <Yuv422> obj_n = obj->obj_n;
[02:49:07] <Yuv422> frame_n = obj->frame_n;
[02:49:09] <Yuv422> init();
[02:49:11] <Yuv422> show();
[02:49:13] <Yuv422> return;
[02:49:15] <Yuv422> }
[03:01:24] <SB-X> what date is that?
[03:01:35] <SB-X> i was in the other room getting food :)
[03:01:48] <Yuv422> 20050414
[03:04:16] <SB-X> ugh
[03:04:19] <SB-X> somehow I removed it
[03:04:34] <Yuv422> hehe which revision
[03:04:39] <Yuv422> ?
[03:05:04] <SB-X> http://nuvie.cvs.sourceforge.net/nuvie/nuvie/actors/Actor.cpp?r1=1.61&r2=1.62
[03:05:14] <SB-X> http://nuvie.cvs.sourceforge.net/nuvie/nuvie/actors/Actor.cpp?revision=1.62&view=markup
[03:05:43] <SB-X> 1.62, "Mon Apr 17 14:50:19 2006 UTC (2 months, 4 weeks ago) by sb-x"
[03:05:46] <SB-X> :(
[03:05:54] <Yuv422> hehe no problem
[03:06:02] <SB-X> sorry
[03:06:22] <Yuv422> that's what cvs is for. :-)
[03:06:24] <SB-X> was thinking you did it :p
[03:06:27] <SB-X> yeah
[03:06:39] <Yuv422> so was I
[03:07:28] <Yuv422> the webdiff is pretty cool
[03:10:23] <SB-X> yeah it is, very useful and colorful :)
[03:10:54] <Yuv422> hehe a horse is sticking it's head through a doorway in nuvie at the moment
[03:11:52] <SB-X> I didn't comment on that change so I must have thought it was another function, or didn't even look at the rest of function and thought they were unused variables. (unless there was somehow merge conflict in that function)
[03:12:01] <SB-X> hmm
[03:12:06] <SB-X> there's a broken horse in trinsic
[03:12:16] <SB-X> south trinsic
[03:12:33] <Yuv422> how do we fix the ship movement issue?
[03:14:18] <Yuv422> some rabbits just spawned in the visible mapwindow
[03:16:00] <SB-X> were you teleporting?
[03:16:14] <Yuv422> no, just riding along on a horse
[03:17:04] <SB-X> where at?
[03:18:31] <Yuv422> 0xdc,0x1e4
[03:18:48] <SB-X> Player::set_mapwindow_centered() calls updateActors() which might cause it
[03:21:12] <SB-X> but that should only happen if you moved to a different chunk
[03:23:17] <SB-X> what would cause temp actors not to initialize dexterity?
[03:25:40] <Yuv422> Actor:init is called with dex before dex is set
[03:26:10] <Yuv422> is the zero dex repeatable?
[03:26:30] <SB-X> yes
[03:26:30] <Yuv422> set_moves_left(dex);
[03:26:40] <SB-X> ah
[03:26:40] <Yuv422> in Actor::init()
[03:26:57] <SB-X> well that would just set moves to 0
[03:27:03] <SB-X> but dex should still be set later
[03:27:10] <SB-X> go to a dungeon and make things spawn
[03:27:14] <SB-X> especially dragons and cyclops
[03:27:29] <Yuv422> do you have some coords
[03:27:59] <SB-X> close enough: use alt-314 and go to Destard :)
[03:28:15] <SB-X> you can use the nearby egg if it doesn't hatch right away
[03:28:35] <Yuv422> righto
[03:29:21] <Yuv422> hmm
[03:29:31] <Yuv422> my dragon has 0's for all attributes
[03:29:37] <SB-X> er, when I did it this time it didn't crash
[03:29:39] <Yuv422> str, dex, int
[03:29:42] <SB-X> but his dex is still 0
[03:29:45] <SB-X> yep
[03:29:51] <SB-X> same here
[03:30:04] <Yuv422> hmm
[03:30:07] <Yuv422> let me check
[03:37:52] <Yuv422> hehe dragon doesn't have base stat values
[03:38:07] <Yuv422> {OBJ_U6_DRAGON, 2, 2, 1, 0, OBJ_U6_NOTHING, 0, false, false, ACTOR_MT, MOVETYPE_U6_AIR_LOW, 10, 0, 0, 0, 0, 0, 0, ALIGNMENT_EVIL},
[03:40:01] <SB-X> ah
[03:40:14] <Yuv422> but cyclops has dex vals
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[03:42:22] <Yuv422> with temp actors dex can be set if the actor slot is reused
[03:42:40] <Yuv422> when I made a dragon it came in with dex 27
[03:42:52] <Yuv422> before dex was initialised
[03:43:37] <SB-X> oh that explains it, but arent they initialized right away?
[03:43:58] <SB-X> the cylops i see now are spawning with dex
[03:44:02] <Yuv422> dex is set after the call to init()
[03:44:18] <SB-X> where?
[03:44:32] <Yuv422> Actor::init();
[03:44:32] <Yuv422> set_actor_obj_n(obj_n); //set actor_type
[03:44:33] <Yuv422> base_actor_type = get_actor_type(base_obj_n);
[03:44:33] <Yuv422>
[03:44:33] <Yuv422> body_armor_class = base_actor_type->body_armor_class;
[03:44:34] <Yuv422>
[03:44:35] <Yuv422> if(temp_actor)
[03:44:37] <Yuv422> {
[03:44:39] <Yuv422> strength = base_actor_type->str;
[03:44:41] <Yuv422> dex = base_actor_type->dex;
[03:44:43] <Yuv422> intelligence = base_actor_type->intelligence;
[03:44:45] <Yuv422> hp = base_actor_type->hp;
[03:44:47] <Yuv422> }
[03:44:51] <Yuv422> in U6Actor::init()
[03:45:07] <SB-X> so its still in init
[03:45:13] <Yuv422> yes
[03:45:16] <Yuv422> sorry
[03:45:26] <SB-X> don't see a problem then
[03:45:53] <Yuv422> ok
[03:46:24] <SB-X> i'll tell you if i see any others with the wrong stats
[03:46:34] <SB-X> it's just dragons for now
[03:47:25] <SB-X> you can fix that; I fixed the non-moving ships by adding a check back to Player (that I might have removed previously)
[03:47:48] <SB-X> it doesn't let you move if your immobile, but that shouldn't apply to actor 0
[03:48:03] <SB-X> actor 0 has no worktype so he's set as immobile
[04:07:01] <Yuv422> any idea what the dragon values should be?
[04:07:41] <Yuv422> hmm it's in the list
[04:07:47] <Yuv422> I wonder why I missed it
[04:08:49] <SB-X> yes
[04:08:56] <SB-X> :)
[04:14:43] <Yuv422> I think this actor type table needs a bit of work
[04:18:25] <SB-X> why?
[04:18:37] <Yuv422> I just noticed some errors
[04:18:46] <Yuv422> when checking the dragon stats
[04:21:58] <SB-X> you mean incorrect values?
[04:22:08] <Yuv422> yes
[04:23:47] <SB-X> ok
[04:24:31] <SB-X> we still need to randomize them too
[04:24:37] <Yuv422> yeah
[04:36:45] <SB-X> vehicle fixes are committed to cvs now
[04:36:52] <Yuv422> cool
[04:37:51] <SB-X> when you kill a horse you get a horse carcass
[04:37:52] <SB-X> that's cool
[04:38:21] <Yuv422> we need to load it up with meat
[04:39:15] <SB-X> i dont think the original did that, but I thought it should have
[04:39:27] <SB-X> horse chops :)
[04:56:37] <Yuv422> hehe you can pickpocket drumsticks out of live cows
[05:01:42] <SB-X> yeah i read about that on the anti-walkthrough
[05:01:58] <SB-X> silver serpents don't have any stats either
[05:02:11] <Yuv422> ah
[05:02:54] <SB-X> of course, they dont have tails either, but that's beside the point
[05:10:02] <SB-X> I just realized the other day that the gray border around the scroll is supposed to be a shadow. :p
[05:10:54] <Yuv422> it's not a very good shadow, is it?
[05:11:17] <SB-X> no, the u6 interface has no consistency in shadows
[05:11:27] <Yuv422> terrible
[05:11:31] <Yuv422> ;-)
[05:11:38] <SB-X> buttons appear lit from the top-right, but the scroll must be lit from the bottom-right :)
[05:12:01] <Yuv422> maybe it's spot lighting?
[05:12:07] <SB-X> lol
[05:12:26] <SB-X> if you need an excuse :)
[05:12:47] <SB-X> it's obviously a shadow but for some reason (probably the inconsistent button shadows) I thought it was like a placeholder for the scroll
[05:14:54] <SB-X> Trees are shadowed from the bottom-right but tables have shadows under them as if the light is directly above or coming from the top-left!
[05:15:09] <Yuv422> hehe
[05:15:29] <Yuv422> what about snow capped mountains that are the size of the avatar?
[05:16:03] <SB-X> um, strange camera perspective? :)
[05:16:35] <SB-X> they seemed bigger in u5 but were actually even smaller compared to your icon then
[05:37:11] <Yuv422> I'm just fixing some bugs with tabbing and the inventory view
[05:39:47] <SB-X> ok
[05:51:34] <SB-X> could you add KP_ENTER to the inventoryview key handler please/
[05:51:36] <SB-X> ?*
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[05:51:55] <Yuv422> righto
[05:51:57] <SB-X> hi lute
[05:52:00] <Yuv422> hi luteijn
[05:52:01] <SB-X> luteijn :)
[05:52:08] <luteijn> hi
[05:53:18] <Yuv422> I'm show/hiding the left right buttons on the inventoryview
[05:53:24] <Yuv422> as per the original
[05:54:07] <SB-X> if you can do that, how about hiding the combat button for the avatar?
[05:55:27] <Yuv422> sure
[06:05:06] <Yuv422> done
[06:07:05] <SB-X> great, thank you
[06:07:11] <SB-X> i would've done it but I didn't know how
[06:09:07] <Yuv422> it was quite easy
[06:09:13] <Yuv422> as they are GUI_Buttons
[06:09:23] <Yuv422> so just Show()/Hide() at the right moment
[06:09:35] <Yuv422> in set_party_member()
[06:10:06] <SB-X> ah k, forgot about Show()/Hide()
[06:16:20] <Yuv422> so I can get rid of the code in InventoryView::callback()
[06:16:42] <Yuv422> in the if statement caller == combat_button
[06:16:45] <Yuv422> ?
[06:18:27] <Yuv422> actually I should only hit that code it cur_party_member != 0
[06:18:35] <Yuv422> s/it/if/
[06:19:39] <Yuv422> if(caller == combat_button)
[06:19:39] <Yuv422> {
[06:19:39] <Yuv422> if(cur_party_member != 0)
[06:19:40] <Yuv422> {
[06:19:40] <Yuv422> Actor *actor = party->get_actor(cur_party_member);
[06:19:40] <Yuv422> uint8 combat_mode = actor->get_combat_mode();
[06:19:42] <Yuv422> combat_mode++;
[06:19:44] <Yuv422> if(combat_mode > last_combat_mode)
[06:19:46] <Yuv422> combat_mode = first_combat_mode;
[06:19:48] <Yuv422> actor->set_combat_mode(combat_mode);
[06:19:50] <Yuv422> update_display = true;
[06:19:52] <Yuv422> }
[06:19:54] <Yuv422> return GUI_YUM;
[06:20:56] <luteijn> btw, the nuvie currently in public cvs is not compiling for me, it seems to need '#include <assert.h>' in actors/Actor.h
[06:21:20] <SB-X> thanks for bringing that up, i should probably remove the assertion
[06:22:10] <SB-X> Yuv422: you're just getting rid of the if?
[06:22:32] <Yuv422> and adding the top if
[06:22:43] <Yuv422> if(cur_party_member != 0)
[06:22:58] <Yuv422> so it doesn't do anything to the avatar's combat type
[06:23:09] <SB-X> i thought that's what you were removing
[06:23:17] <Yuv422> hehe no
[06:23:29] <SB-X> can it be activated if its hidden?
[06:23:42] <Yuv422> yes
[06:23:55] <SB-X> aww, ok
[06:23:57] <Yuv422> because you can still move the cursor to the empty icon
[06:24:06] <Yuv422> as per the original
[06:25:26] <SB-X> someday we'll have to handle only showing one actor in the view
[06:25:31] <SB-X> for solo mode
[06:25:46] <Yuv422> ah
[06:26:15] <Yuv422> do you mind if I make the party view the default view when starting?
[06:26:15] <SB-X> in solo mode if you press any of F1-F8 or the arrows, it stays on the current actor
[06:26:19] <Yuv422> as per the original
[06:26:51] <SB-X> no, I don't mind... I'd prefer it if it's like the original
[06:26:59] <Yuv422> cool
[06:27:39] <SB-X> should do it in load game
[06:27:58] <SB-X> or anywhere that gets run when a game is loaded
[06:28:06] <Yuv422> so we don't show the other inventories when in solo mode
[06:28:14] <SB-X> nope
[06:28:41] <SB-X> the arrow buttons are still there, but they don
[06:28:45] <SB-X> don't do anything*
[06:29:27] <SB-X> actually, they refresh the current view and move to the top of the inventory
[06:30:02] <SB-X> you can switch to party view, but clicking any of the icons goes back to the last view for the current actor
[06:31:31] <SB-X> correction: not the last view but either the inventory or stats depending on where you click
[06:33:48] <Yuv422> you lose keyboard control when selecting the party view with the cursor
[06:34:44] <SB-X> I don't see that.
[06:34:53] <Yuv422> in nuvie
[06:35:01] <Yuv422> go to inv view
[06:35:10] <Yuv422> then select party view icon
[06:35:21] <Yuv422> then try to move the party with the keypad
[06:37:19] <SB-X> works for me
[06:37:28] <Yuv422> strange
[06:37:54] <SB-X> although if the tabbed cursor is still over in the inventory, it stays there and the mouse cursor stays a crosshair
[06:44:58] <Yuv422> how about portrait view?
[06:48:33] <SB-X> yeah, then it freezes
[06:49:55] <SB-X> stats view
[06:50:06] <Yuv422> yup
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[07:38:44] <SB-X> im currently trying to figure out an object pointer corruption bug in U6UseCode
[07:40:00] <Yuv422_> which usecode function?
[07:41:06] <SB-X> torch()
[07:41:46] <SB-X> whenever a new torch is pulled from a stack, and added to inventory, the original torch is corrupted
[07:42:03] <SB-X> and I'm not modifying the original torch anywhere
[07:42:32] <SB-X> narrowing down the location with printfs
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[07:49:35] <luteijn> hmm if I use a stack of torches, they just all go into the hand..
[07:49:52] <Yuv422> hehe
[07:49:53] <Yuv422> Ouch
[07:50:13] <Yuv422> torches are a mess
[07:52:30] <SB-X> yes, I'm fixing that now
[07:53:19] <luteijn> oh loks like the code that is supopsed to split them up, doesn't work, becasue it adds the loose change to the rest of the stack when it's added to the inventory
[07:53:40] <luteijn> maybe somethign liek that is happenign to you when you, invalidating the old 'stack of torches'?
[07:53:56] <SB-X> yeah that's what I gathered
[07:54:38] <SB-X> the code that splits them up doesn't do anything like that, however
[07:54:53] <luteijn> so would need to add it to the inventory without trying to recombine as the inventory_add_object seems to do. maybe if you light the torch first.
[07:56:24] <SB-X> inventory_add_object doesn't recombine
[07:56:48] <SB-X> that part is commented out
[07:57:36] <luteijn> hmm adding a lit torch to inventory that already has 5 unlit ones makes a mess... (drop 1 torch, light it and pick it up, now have a burning torch in your hand, and a few burning ones in inventory..
[07:58:16] <SB-X> i havn't even looked at the other events yet, until I get use working
[07:58:43] <SB-X> that is amusing though
[08:01:12] <SB-X> ObjManager::list_add_obj() recombines objects!
[08:08:28] <luteijn> hmm even more fun is to have readied torches, then get some more unlit ones, the lit one(s) get pulled into the inventory, leaving a 'puff of smoke' in your hand.
[08:10:01] <luteijn> unreadying the puff and using it crashes nuvie.. (not that this helps you anything, but another incentive to fix torches.)
[08:10:43] <SB-X> yay
[08:12:27] <SB-X> it puts grass or Nothing in my hand
[08:12:40] <SB-X> Unready-grass
[08:12:59] <luteijn> hmm tried it again, this time got a tile of grass instead of what looked like part of a force field.. drop the grass straight from your hand on the floor and it stays..
[08:14:21] <luteijn> hmm whatever you get it is not stable.. ;)
[08:15:19] <SB-X> yeah, torches tend to make Britannia collapse in on itself right now
[08:20:43] * Yuv422 adds use:fish
[08:20:52] <Yuv422> hehe important stuff
[08:22:26] <SB-X> what's that do?
[08:22:39] <Yuv422> you eat the food
[08:22:59] <SB-X> ah k
[08:23:09] <SB-X> that goes in use_food then
[08:23:16] <Yuv422> yup
[08:23:35] <Yuv422> I just added a line into the usecode table
[08:23:51] <Yuv422> associating fish with use_food()
[08:24:22] <SB-X> right, thanks... i must have forgotten you could eat fish
[08:30:33] <SB-X> Yuv422: what's the reason for list_add_obj() stacking objects instead of inventory_add_obj?
[08:31:07] <Yuv422> not too sure
[08:31:16] <Yuv422> could it be for handling drops
[08:31:32] <Yuv422> if you drop stackable items do they combine?
[08:31:38] <luteijn> maybe you can reuse the stacking cod ethat way, e.g. if something is moved into a bag?
[08:32:38] <luteijn> dropping two torches on top of eachother doesn't make a stack.
[08:32:56] <SB-X> yeah, it's reused in InventoryWidget but inventory_add_obj() couldve been used there
[08:33:17] <SB-X> well maybe not
[08:33:42] <SB-X> was just curious, its used for dropping into containers
[08:35:53] <SB-X> luteijn: that's good because the normal behavior is not to stack then, but in the future we might want to enable stacking on the ground
[08:35:59] <luteijn> maybe the recombining code should be changed a little so it doesn't try to combine lit torches and unlit ones... then you could separate the one from the many by lighting it..
[08:36:30] <Yuv422> is a lit torch thought to be stackable
[08:36:41] <Yuv422> by game data?
[08:37:05] <luteijn> not sure if it is another object, or just a different frame of torch?
[08:37:14] <SB-X> that should be considered another object
[08:37:48] <luteijn> it's appearantly not considered another object as it tries to stack them....
[08:38:08] <Yuv422> is stackablitiy determined by tileflag?
[08:38:12] <Yuv422> I can't remember.
[08:38:18] <SB-X> the recombining should be modified anyway to not stack objects of different frames or qualities
[08:38:31] <SB-X> but I don't see how i can light the torch before adding it to inventory
[08:38:32] <Yuv422> that's a good idea
[08:38:34] <SB-X> Yuv422: yes
[08:39:18] <SB-X> i dont want to light the torch if i cant add it to inventory
[08:41:09] <Yuv422> just do a free hand check
[08:41:13] <Yuv422> in use_torch
[08:41:22] <luteijn> well adding toinventory shouldn't be a problem, as the unlit version was already there, but you might not be able to equip it.. so have to check if hand is free..
[08:41:22] <Yuv422> before proceeding
[08:41:52] <Yuv422> you can't use a torch on the map in the original if you don't have a free hand
[08:42:12] <Yuv422> which is strange logic
[08:42:45] <Yuv422> Get-a lit torch
[08:42:47] <luteijn> if you lighta torch on the map in the original you get a buttload of torches.
[08:42:54] <Yuv422> No free hand
[08:42:59] <SB-X> yeah, it unstacks them
[08:45:11] <Yuv422> it looks like a lit torch on the map will burn forever
[08:47:43] <SB-X> If I use a global timer, what happens if the object gets deleted? (there is no delete usecode)
[08:48:18] <Yuv422> yeah that sounds dangerous
[08:48:41] <SB-X> Because of that I was going to put a counter on actor and check any torches in hand. That would be the same as U6.
[08:49:04] <SB-X> that or we could add delete usecode
[08:58:32] <SB-X> how does quality of a lit torch change in u6?
[08:58:59] <Yuv422> my torch won't go out in the original at the moment
[08:59:19] <SB-X> haha, nice :p
[09:15:30] <SB-X> any idea what quality is supposed to do?
[09:17:42] <luteijn> is it used to keep track of the burn time left? since you can't switch them on/off like a flashlight, if the burn-timer is kept outside the torch, you don't need quality for that. But I guess they just set something up to update each burning torch on every step, until it runs out of quality. can't check in the orignal at the moment.
[09:18:54] <SB-X> that was my guess too, but i dont know if it counts up or down
[09:20:25] <luteijn> you can spam a few torches with different qualities to check. (I would have it count down to FALSE/0..)
[09:20:59] <SB-X> good idea
[09:22:43] <luteijn> lighting a torch migth reset quality though. probably need to peek/poke the values after the torch is lit.
[10:53:43] <SB-X> how do I check if a hand is free?
[11:26:50] <luteijn> see bool Actor::add_readied_object(Obj *obj)
[11:29:54] <wjp> hi all
[11:30:18] <wjp> lots of things going on I see :-)
[11:30:55] <Yuv422> hi wjp
[11:33:34] <SB-X> hi wjp
[11:36:55] <SB-X> oh, you just see if readied_objects[ACTOR_HAND] or readied_objects[ACTOR_HAND_2] is set
[11:38:11] <SB-X> luteijn: unfortunately that's protected, but calling add_readied_object() first is fine
[11:38:25] <SB-X> which is what the usecode function already does
[11:39:15] <luteijn> protected variable.. that's why I hate c++
[11:39:59] <Yuv422> we could always make a check_hands_full method
[11:40:05] <Yuv422> or some such
[11:41:46] <Yuv422> yay! I just got killed by a swarm of dragons!
[11:41:54] <Yuv422> Nice!
[11:45:23] <wjp> do you keep a quotes file? :-)
[11:45:41] <Yuv422> no
[11:45:53] <Yuv422> we probably should. :)
[11:47:47] <Yuv422> hmm Geoffrey was killed by the gargoyles in the start of the game
[11:47:59] <Yuv422> that shouldn't happen, right?
[11:48:18] <wjp> luteijn: protected/private variables are really quite useful in keeping large projects manageable by limiting the places where variables can be set. It helps with keeping the internal state of an object consistent
[11:48:47] <Yuv422> low coupling
[11:49:33] <Yuv422> hmm the avatar is pretending to sit nexxt to LB
[11:50:41] <Yuv422> Hey!! Dupre is attacking LB!
[11:52:07] <Yuv422> hmm
[11:52:15] <Yuv422> shamino is a killing machine
[11:52:28] <Yuv422> he just cut down chuckles
[11:57:30] <Yuv422> it would probably help if I added alignment to perm actoras
[11:57:32] <Yuv422> actors
[11:57:38] <luteijn> wjp: I know how they can be useful, but eventually people seem to end up with lots of friends, lots of set_X/get_X memberfunctions and all kinds of voodoo to make it workable..
[11:58:24] <Yuv422> have you guys used set {} get {} in C#
[11:58:53] <luteijn> I'm hoping to avoid using C#, java etc.
[11:59:05] <Yuv422> c# isn't too bad
[12:02:10] <Yuv422> hehe ActorManager::toss_actor()
[12:03:08] <luteijn> is that used when spawning tempactors?
[12:03:23] <Yuv422> yeah to chuck them onto the map
[12:03:31] <Yuv422> in a random location
[12:05:51] <luteijn> hmm looks dangerous to use close to the edge of the map..
[12:06:00] <Yuv422> yeah
[12:06:15] <Yuv422> we need to fix a lot of map edge issues
[12:06:24] <Yuv422> I'm going to map all map functions wrap
[12:06:37] <Yuv422> we need that for martian dreams
[12:06:46] <Yuv422> and it won't hurt u6
[12:08:56] <luteijn> u6 wrapped too.. fly balloon over the edge of the world in orginal and you end up on the other end of the map.
[12:11:42] <luteijn> probably possible to mask out the relevant high bits of coordinates used on the map.
[12:13:13] <SB-X> Yeah I was just thinking of something similiar, so we wouldn't need to override coordinate arithmetic.
[13:16:42] <Yuv422> should the party be alignment evil?
[13:20:00] <SB-X> no
[13:20:04] <SB-X> i don't know what's going on there
[13:20:36] <SB-X> i had to add an exception in U6Actor so they don't fight eachother
[13:20:41] <Yuv422> I'm going off the old objlist doc
[13:21:09] <Yuv422> I've added an alignment var
[13:21:21] <Yuv422> and I'm passing egg alignment into temp actors now
[13:21:51] <Yuv422> we just need to find the right alignment data for perm actors
[13:22:22] <SB-X> k
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[13:41:24] <Yuv422> time for bed
[13:41:38] <Yuv422> I'll continue looking into alignment later
[13:41:41] <Yuv422> cya
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[13:47:14] <SB-X> I remember encountering a bug in SNES U6 where Taynith came out of nowhere and kept attacking the party, freezing the game.
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