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[11:42:30] <Yuv422> hello
[11:44:03] <SB-X> hey there
[11:44:18] <SB-X> i saw you come in and leave yesterday
[11:51:22] <SB-X> i'm glad you added ability to dig a hole to enter the pirate's cave, that looks like a good general solution
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[13:00:36] <Yuv422> hey SB-X
[13:01:02] <Yuv422> I'm not too sure how to detect when we are in the pirates cave
[13:01:19] <Yuv422> so shamino can say "this is the pirate's cave"
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[13:12:39] <Yuv422> hmm new look sourceforge site
[13:12:46] <Yuv422> I don't know if I like it.
[13:14:40] <SB-X> yeah I saw :)
[13:14:51] <SB-X> just today
[13:15:00] <SB-X> I mentioned it in the #exult channel.
[13:15:07] <Yuv422> ah k
[13:15:10] * Yuv422 looks
[13:15:15] <SB-X> servus said it's broken in Konqueror
[13:15:33] <Yuv422> did you know we are linked from mobygames?
[13:15:38] <SB-X> hmm
[13:15:43] <SB-X> nope
[13:16:05] <SB-X> that's excellent
[13:16:33] <SB-X> another link I saw the other day was from a website that has world maps from various games
[13:16:43] <Yuv422> http://www.mobygames.com/game/dos/ultima-vi-the-false-prophet/links
[13:17:02] <Yuv422> http://ian-albert.com/misc/ultima6maps.php
[13:17:21] * Yuv422 tried to display the 18Meg U6 map.
[13:17:31] <Yuv422> it didn't work too well in Gimp. :(
[13:17:48] <SB-X> http://ian-albert.com/misc/gamemaps.php
[13:17:54] <SB-X> oh! you beat me to it :p
[13:17:56] <SB-X> heh
[13:17:58] <Yuv422> hehe
[13:18:14] <SB-X> didn't try downloading the map
[13:18:15] <Yuv422> did you see the ultima7 game wall page?
[13:18:19] <SB-X> yep
[13:18:28] <Yuv422> do you think they take requests?
[13:18:38] <Yuv422> maybe we could ask for a u6 pic. :)
[13:18:49] <SB-X> youll have to buy your own video wall
[13:18:56] <Yuv422> Ouch!
[13:19:03] <Yuv422> that'd be expensive
[13:19:18] <SB-X> but the results would be priceless
[13:19:24] <SB-X> well not really
[13:19:33] <SB-X> pricelessly amusing
[13:19:46] <SB-X> then you could take it back to the store
[13:20:12] <SB-X> Nuvie could easily generate a map like that.
[13:21:39] <Yuv422> I'd say probably not
[13:22:18] <SB-X> why not?
[13:22:19] <Yuv422> what do you think is a higher priority, after we've finished u6 support in nuvie.
[13:22:27] <Yuv422> full screen map
[13:22:34] <Yuv422> or MD & SE support
[13:22:47] <Yuv422> well it might be able to render a large map
[13:22:55] <Yuv422> but it would need to be modded
[13:23:06] <SB-X> If it has to be one or the other, MD&SE support.
[13:23:12] <SB-X> oh
[13:23:25] <Yuv422> and it wouldn't be very memory friendly. ;)
[13:23:49] <Yuv422> :)
[13:24:23] <Yuv422> we'll need to fix the floating views for the full screen map mode
[13:25:09] <SB-X> Oh I left my party in an entirely different superchunk today. No noticable difference from only walking a few screens away, except a little slower when switching between party members.
[13:26:18] <SB-X> Actors in an inactive chunk don't do anything except teleport to schedule.
[13:27:05] <SB-X> Implementing that will not only save memory but processing time. (but will mess with large view area too)
[13:29:35] <SB-X> Does Shamino actually say anything when you fall down the hole to pirate's cave?
[13:29:44] <Yuv422> yes
[13:29:49] <Yuv422> in the original he does
[13:30:13] <SB-X> guess you could just add the quality to the hole object
[13:30:19] <SB-X> for that dungeon
[13:30:39] <Yuv422> it kinda breaks my neat way of using the shovel.
[13:30:52] <SB-X> hehe
[13:31:03] <SB-X> you could check coordinates if you want
[13:31:11] <Yuv422> maybe we could use the ladder quality
[13:31:19] <Yuv422> but it is 0
[13:31:28] <Yuv422> not too sure if that would work
[13:31:54] <Yuv422> are there any other places where the shovel is used to dig a hole?
[13:32:28] <SB-X> no, but you can always add a coordinate check just to make sure :)
[13:32:35] <Yuv422> true
[13:32:40] <SB-X> but it looks like this transports you to the next level immediately?
[13:32:45] <SB-X> i thought it made a hole that you could use
[13:32:59] <Yuv422> nah you just drop into the hole
[13:33:07] <Yuv422> like a dungeon or moon gate
[13:33:37] <SB-X> you can use it later right?
[13:33:42] <SB-X> or walk onto it
[13:33:48] <Yuv422> just walk onto it
[13:33:49] <SB-X> by use i mean walk onto
[13:33:57] <Yuv422> ah k
[13:33:57] <SB-X> forgot exactly how it was done :)
[13:33:58] <Yuv422> yes
[13:34:18] <SB-X> falling into the hole reminds me, party movement really looks bad now
[13:34:22] <SB-X> i'm glad i worked on it
[13:34:29] <SB-X> it looks much better in my copy
[13:34:49] <SB-X> in current cvs it looks especially odd the more people in the party
[13:34:51] <Yuv422> cool
[13:34:55] <SB-X> they just jump around
[13:34:55] <Yuv422> yeah
[13:34:59] <Yuv422> :(
[13:35:10] <Yuv422> how's the new party movement system going?
[13:35:40] <SB-X> except for a few minor steps that I probably won't bother to work on anymore, it looks like it did in U6
[13:36:04] <SB-X> by minor steps i mean, a follower will step sideways instead of forward
[13:36:16] <Yuv422> ah k
[13:36:23] <Yuv422> do they avoid danger?
[13:36:32] <Yuv422> or at least try to avoid danger?
[13:37:23] <SB-X> no I forgot about that
[13:37:27] <SB-X> guess I can add that too
[13:38:11] <SB-X> I think the FIX comment in shovel code is still relevant.
[13:38:32] <Yuv422> about the direction string?
[13:38:46] <SB-X> about how to determine where you can dig
[13:38:53] <SB-X> the one you removed :)
[13:38:58] <SB-X> just remembered I still don't know how it figures that
[13:39:33] <SB-X> don't bother adding it back, I'll just keep that in mind to research further
[13:39:51] <SB-X> all I know is there are some tiles you can't dig at underground
[13:39:58] <Yuv422> do you mean where it comes out on the other side?
[13:40:07] <Yuv422> ah
[13:40:12] <SB-X> no, just about where you can dig at all
[13:40:15] <Yuv422> for the fountain/gold check?
[13:40:23] <SB-X> right before that
[13:40:28] <SB-X> the dungeon level check
[13:45:18] <SB-X> I also added inactive party members that show up in the roster but won't move.
[13:45:39] <Yuv422> paralysed?
[13:45:47] <Yuv422> or under a sleep spell?
[13:46:01] <SB-X> paralyzed or sleeping... not sure how to actually use it, but the capability is there
[13:46:34] <SB-X> I think Actor::is_immobile() should decide whether a party member is flagged active or not.
[13:46:59] <SB-X> and that's a function to check paralyzed, or sleeping
[13:47:26] <SB-X> it also checks worktype but everyone's worktype should be reset each turn
[13:48:15] <Yuv422> I think sleeping / paralysed are actor flags
[13:48:31] <Yuv422> I better go to bed
[13:48:38] <SB-X> yes, I do think we should store them in the flags, but is_immobile() can check both
[13:48:41] <SB-X> alright
[13:48:46] <Yuv422> It's almost 1am here
[13:48:49] <SB-X> heh ok
[13:48:49] <SB-X> cya
[13:48:57] <SB-X> good night/morning
[13:49:05] <Yuv422> cya
[13:49:18] <Yuv422> hopefully I'll do some more combat fixes tomorrow
[13:49:35] <Yuv422> weapon range check by mouse click
[13:49:49] <SB-X> ok
[13:49:55] <Yuv422> and temp actor inventory
[13:49:57] <Yuv422> k
[13:49:58] <Yuv422> cya
[13:50:02] <SB-X> :)
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[14:14:21] <SB-X> I just tried to "get" a fence and it gave my health status (Nuvie lightly wounded.) but didn't hurt me.
[14:15:07] <SB-X> that's kind of funny, they probably meant to make fences hurt
[14:15:55] <SB-X> or perhaps they have a tileflag that can cause damage, but the damage is 0
[14:16:10] <SB-X> going myself too
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[20:54:02] <luteijn> might want to read the logs of the channel exultbot made for 20Jul2005; conjecture there is that the fence has the 'hazard' bit set to make pathfinding make things stay on one side of it. http://www.math.leidenuniv.nl/~wpalenst/nuvielog.php?log=20Jul2005
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