#nuvie@irc.freenode.net logs for 16 Nov 2013 (GMT)

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[00:33:58] --> Malignant_Manor has joined #nuvie
[00:36:40] <Yuv422> hey Malignant_Manor
[00:36:48] <Malignant_Manor> Hi
[00:37:09] <Yuv422> almost done with my new bmp font code
[00:37:20] <Malignant_Manor> We should probably mess with the milestone tag on the tracker.
[00:37:26] <Yuv422> I've also added a bmp to Tile method
[00:38:02] <Malignant_Manor> Nice
[00:38:35] <Yuv422> I was also thinking of adding a method that returned an array of Tiles
[00:38:48] <Yuv422> so you could load an alternate tile map for example
[00:38:49] <Malignant_Manor> It defaults to MacOSX but tickets don't seem to have milestones assigned.
[00:39:14] <Yuv422> yeah I haven't really looked at the milestone feature in sf
[00:39:21] <Malignant_Manor> I wrote some technical data from U6O tile sets.
[00:39:43] <Yuv422> this would stil use the u6 ingame palette
[00:40:17] <Malignant_Manor> I changed to v1.0 (example) when I saw it. Maybe it doesn't set one if you don't change the drop down .
[00:40:55] <Malignant_Manor> Are there water tiles already underneath shore tiles?
[00:41:21] <Yuv422> no I don't hink so
[00:41:33] <Malignant_Manor> They changed the water part of shore tiles to transparency.
[00:42:35] <Malignant_Manor> They just used separate tiles for palette rotation. Of course, the tile sets are missing quite a few tiles used by the original game.
[00:43:08] <Malignant_Manor> It would be nice to support U6O tile sets someday.
[00:43:44] <Yuv422> after the 1.0 milestone :)
[00:44:16] <Yuv422> did you see the new long text gump?
[00:44:20] <Malignant_Manor> It probably wouldn't be too hard but would be beyond me.
[00:44:31] <Malignant_Manor> I saw what you committed.
[00:44:55] <Yuv422> yeah thats it
[00:44:56] <Yuv422> \
[00:45:05] <Yuv422> still a bit to do on it
[00:45:28] <Yuv422> Daniel also sent me a new celestial gump
[00:45:32] <Malignant_Manor> It I remember several issues but not specifics.
[00:45:37] <Yuv422> that i"ll try to get in
[00:49:40] <Malignant_Manor> What more do you plan before release?
[00:52:21] <Yuv422> I'd like to get this new celestial gump in
[00:52:35] <Yuv422> not sure what else
[00:53:12] <Yuv422> maybe just a quick look to make sure most of the existing functionality is still ok
[00:53:27] <Yuv422> and maybe sdl 2
[00:54:58] <Malignant_Manor> Milestone gets assigned no matter what. I just closed another bug I fixed awhile ago.
[00:57:38] <Malignant_Manor> Do you think you will have time to look at this? https://sourceforge.net/p/nuvie/bugs/281/
[00:58:37] <Malignant_Manor> Also, you posted about the original code for this in irc but never implemented it. https://sourceforge.net/p/nuvie/bugs/133/
[01:18:51] <Malignant_Manor> http://log.usecode.org/nuvielog.php?log=30Jun2012
[01:19:32] <Malignant_Manor> At the bottom for the fumarole logic.
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[02:48:36] <Yuv422> we should be able to fix those bugs before release
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[20:45:14] <Malignant_Manor> Yuv422: how many movement points should be subtracted when casting a spell?
[20:45:28] <Yuv422> hmm
[20:45:33] <Yuv422> that's a good question
[20:45:55] <Yuv422> I'll have to look at the disassembly
[20:46:46] <Malignant_Manor> I need it to fix Avatar death not happening at the end of a turn.
[20:46:49] <Malignant_Manor> http://pastebin.com/xqwXEwaJ
[20:51:21] <Yuv422> what's the movement point subtract in event dowing?
[20:52:07] <Malignant_Manor> That calls the script that subtracts_movement
[20:53:33] <Yuv422> is that the points for casting a spell?
[20:54:07] <Malignant_Manor> That's where I added it. It subtracts when successfully cast.
[20:54:41] <Malignant_Manor> I don't know if the original engine does subtract points but it should.
[20:56:03] <Malignant_Manor> It might need to go after endAction to get the proper prompt.
[21:20:21] <Yuv422> I've got to go now
[21:20:34] <Yuv422> I'll check the spell mp cost
[21:20:34] <Malignant_Manor> bye
[21:20:37] <Yuv422> cya
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[21:24:12] <Malignant_Manor> Hmm, spells I cast seem to end immediately after killing the Avatar in the original. I know if you have two weapons and kill the Avatar with the first, then he dies after you finish instead of on the first hit.
[21:31:01] <Malignant_Manor> It looks like I will have to combine changes with my other way. http://pastebin.com/WEFa3mjB
[21:32:34] <Malignant_Manor> I'll have to look at triple x-bow logic and kegs and see if they still hit after death but before kal lor.
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[23:25:02] <Malignant_Manor> Yuv422: event->player->subtract_movement_points(spell_level * 3 + 10);
[23:26:17] <Malignant_Manor> It already subtracts movement but the operation must come before the spell goes off.
[23:33:27] <Yuv422> ah k
[23:33:32] <Yuv422> yeah that makes sense
[23:34:42] <Malignant_Manor> Yuv422: get,drop, use, and move should deduct movement points http://sourceforge.net/p/nuvie/bugs/207/
[23:35:59] <Malignant_Manor> I know I made move capable of moving the Avatar so we would need to make sure we don't double subtract when doing that.
[23:37:32] <Malignant_Manor> You said it was fixed with r1452.
[23:37:42] <Malignant_Manor> I seemed to have reopened it.
[23:44:19] <Malignant_Manor> Yeah, the player's turn doesn't ever end when doing those.
[23:46:53] <Malignant_Manor> Event::try_next_attack() has game->get_actor_manager()->startActors(); // end player turn
[23:49:45] <Yuv422> I don't know if we use that start actors logic any more
[23:50:10] <Yuv422> I remember trying to push most of the turn based stuff into script
[23:53:06] <Yuv422> I'm off again now
[23:53:08] <Yuv422> cya
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[23:56:58] <Malignant_Manor> Yuv422: if you read the logs, we need to check that multiple weapons get used by the ai, offhand, spiked shield, and spiked helm.