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[03:12:01] <CIA-5> nuvie: 03efry * r1340 10/nuvie/trunk/ (11 files in 5 dirs): (log message trimmed)
[03:12:01] <CIA-5> nuvie: * Added Obj::set_ok_to_take()
[03:12:01] <CIA-5> nuvie: * Added call to lua script function actor_get_obj() when getting
[03:12:01] <CIA-5> nuvie: an object either with the keyboard get command or via drag and drop.
[03:12:01] <CIA-5> nuvie: * Added 'Stop thief!' logic. Nearby NPCs will attack party when an object
[03:12:01] <CIA-5> nuvie: is stolen. Nearby guards will also try to arrest the player.
[03:12:02] <CIA-5> nuvie: * Removed double drag_accept_drop check from drag and drop logic.
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[03:33:01] <Yuv422> hey Malignant_Manor
[03:33:15] <Malignant_Manor> Hi.
[03:33:48] <Malignant_Manor> I have a one line patch fixes a spacing issue.
[03:33:57] <Yuv422> ah k
[03:34:56] <Malignant_Manor> You can see the double space after nothing.
[03:35:20] <Yuv422> yup
[03:36:05] <Malignant_Manor> That works.
[03:36:18] <Malignant_Manor> There might be a better place for it though.
[03:36:35] <Yuv422> I think that is ok
[03:36:51] <Yuv422> the prompt adds the other \n
[03:37:36] <Malignant_Manor> There's still ghosting when I try to add the drag and drop from window view.
[03:38:55] <Yuv422> not sure I follow you
[03:40:27] <Malignant_Manor> Well. I was wondering if the double drag had anything to do with it.
[03:40:44] <Malignant_Manor> I really have no idea what goes on in most of the engine.
[03:41:18] <Malignant_Manor> With that patch, you can drag the objects from the game window to another location on the game window.
[03:41:29] <Yuv422> ah k
[03:41:33] <Malignant_Manor> The engine sees the item at the old place and the new.
[03:41:53] <Malignant_Manor> The object is not rendered at the old place.
[03:42:42] <Malignant_Manor> Something like this but not bugger seems right for drag and drop.
[03:44:38] <Yuv422> I think map to map drag needs to be implemented in MapWindow
[03:45:14] <Yuv422> in drag_accept_drop and drag_perform_drop
[03:46:19] <Yuv422> I think problems might be caused by the reuse of the event drop method in MapWindow::drag_perform_drop
[03:47:30] <Yuv422> I'm just looking at adding drag and drop support to the Party view
[03:47:32] <Malignant_Manor> Things like this would set it apart more from running the original engine.
[03:47:54] <Yuv422> so you can drag objects from the map on to the actor icons in the party view
[03:48:11] <Yuv422> yeah
[03:48:42] <Yuv422> did you see how much functionality was missing in the stealing logic? ;-)
[03:49:18] <Yuv422> and the original engine only checks the ok to take flag on the surface level
[03:49:40] <Malignant_Manor> I knew it wasn't implemented before today.
[03:50:04] <Malignant_Manor> Ultima 7 doesn't check in dungeons either.
[03:50:20] <Yuv422> makes sense I guess
[03:50:35] <Yuv422> apart from npcs that live in the dungeons
[03:50:54] <Yuv422> all their stuff is public property ;-)
[03:51:26] <Malignant_Manor> It was probably a whole lot easier for map designers.
[03:52:05] <Yuv422> yeah
[03:52:57] <Malignant_Manor> I never really played pre U6 Ultima.
[03:53:09] <Malignant_Manor> The food system was a real turnoff.
[03:53:27] <Malignant_Manor> My intro to the series was U7.
[03:53:42] <Yuv422> mine was u6 :)
[03:53:54] <Yuv422> unsurprisingly
[03:55:19] <Malignant_Manor> Dosbox kills a lot of ambitions of new but similar engines for old dos games.
[03:55:59] <Yuv422> yeah, I don't think I would start a project like nuvie today
[03:56:00] <Malignant_Manor> Of course, it can help a lot in making them.
[03:56:10] <Yuv422> :-)
[03:56:45] <Yuv422> I'm always testing something from the original u6 in dosbox
[03:58:35] <Malignant_Manor> It's lovely to get posts like this. http://exult.sourceforge.net/forum/read.php?f=1&i=386376&t=386376
[03:59:13] <Yuv422> hopefully nuvie will have enough enhancements and feature compatibility to persuade people to play u6 in it over dosbox ;-)
[03:59:54] <Yuv422> hehe yeah I remember reading that thread
[04:00:51] <Yuv422> I like this bit.
[04:01:00] <Yuv422> "I'm not even completely sure why Exult in its current form is still available for download"
[04:01:09] <Malignant_Manor> They always come up from time to time stating some reason to use the original.
[04:01:48] <Yuv422> I got this post on the nuvie page on happy penguin.
[04:01:51] <Yuv422> "Requires the original game" Then just use dosbox and it's already multi platform usable."
[04:02:27] <Malignant_Manor> I do hope someone who actually knows how to program (and not just slightly modify) this bug. It's been there for a long time.
[04:02:58] <Malignant_Manor> fix this bug
[04:03:23] <Malignant_Manor> There have been a lot of other improvements.
[04:03:27] <Yuv422> could you turn up the logging until the bug is found
[04:03:45] <Yuv422> log each object deletion
[04:04:20] <Yuv422> I guess a missing object might not be discovered from save to save
[04:04:34] <Yuv422> then the evidence is long gone
[04:04:39] <Malignant_Manor> I have no idea. It happens randomly.
[04:05:13] <Malignant_Manor> It seems to delete all non-static objects in a superchunk.
[04:05:34] <Yuv422> hmm
[04:05:56] <Yuv422> are objects saved at a superchunk level?
[04:06:11] <Malignant_Manor> They cache out on them.
[04:07:05] <Malignant_Manor> I think the whole map save in superchunk sections too.
[04:08:04] <Malignant_Manor> They think it is from the schedules double deleting.
[04:08:32] <Yuv422> you could try running it through valgrind
[04:08:33] <Malignant_Manor> or something.
[04:10:46] <Malignant_Manor> I also have a save where it only affected a chunk.
[04:11:19] <Malignant_Manor> I'm running a 2.4 P4. Valgrind is really slow.
[04:11:39] <Malignant_Manor> Plus I don't really know what I am doing.
[04:11:51] <Yuv422> At least it doesn't seem to be at a single object level
[04:12:19] <Yuv422> should be easier to track down if it is at the chunk/superchunk level
[04:13:10] <Malignant_Manor> I can only modify code and don't even understand most basic coding level stuff. I guess kind of like a scripter.
[04:13:53] <Yuv422> :)
[04:14:18] <Malignant_Manor> I learned from messing with Ultima 7 usecode.
[04:14:44] <Malignant_Manor> Then I started fixing bugs in Exult and modifying some other things.
[04:15:49] <Yuv422> I find bug fixing to be quite satisfying. :)
[04:17:23] <Yuv422> I also get excited when people lodge bugs on the sf.net bug tracker
[04:17:25] <Yuv422> :-)
[04:17:34] <Malignant_Manor> So much easier using var as a wildcard instead of the tons of other things. Var can be a string, int, etc.
[04:17:54] <Yuv422> have you looked at the lua scripting we use in Nuvie
[04:18:23] <Malignant_Manor> Not really.
[04:19:16] <Malignant_Manor> This is the first time I've looked at the code since before combat was added or most lua.
[04:19:35] <Yuv422> ah k
[04:19:39] <Malignant_Manor> Nuvie was way too far from finished to do much with it.
[04:19:50] <Yuv422> :-)
[04:20:06] <Malignant_Manor> Now it is almost as complete as the original.
[04:20:18] <Yuv422> :)
[04:20:51] <Yuv422> it has definitely been a labour of love
[04:21:01] <Malignant_Manor> Then you have two more game to hack in.
[04:21:15] <Yuv422> hehe, don't remind me
[04:21:33] <Yuv422> I think I might take a break after 1.0 comes out
[04:21:55] <Malignant_Manor> Is it mostly lua that is needed for the two games?
[04:22:02] <Yuv422> yes
[04:22:16] <Yuv422> and they don't have magic
[04:22:29] <Yuv422> which took a loong time to research and code up
[04:22:35] <Malignant_Manor> Is usecode the same?
[04:22:49] <Malignant_Manor> SE uses magic but it might be in usecode.
[04:22:57] <Malignant_Manor> Probably is
[04:23:09] <Yuv422> the conversation usecode is pretty much the same between the three engines
[04:23:12] <Malignant_Manor> I think you talked to the party member.
[04:23:18] <Yuv422> but everything else is hard coded
[04:23:25] <Yuv422> in the original executables
[04:23:45] <Yuv422> combat, movement, 'U'se etc
[04:24:00] <Malignant_Manor> All the item info is in the excutable?
[04:24:10] <Yuv422> yup
[04:24:14] <Malignant_Manor> item stats
[04:24:30] <Yuv422> like the damage an axe can do
[04:24:33] <Yuv422> yeah
[04:24:54] <Malignant_Manor> Does the editor let you see them?
[04:25:44] <Yuv422> I've dissassembled the original u6 exe to pull out all the game logic and data
[04:25:53] <Yuv422> then I've coded that up in lua script
[04:27:19] <Yuv422> here's how it looks in the original exe
[04:27:22] <Yuv422> weapon_obj_range_idx dw 28h ; DATA XREF: get_weapon_range+1Cr
[04:27:22] <Yuv422> dseg:1AD5 ; morning star
[04:27:23] <Yuv422> dseg:1AD7 dw 2Fh ; halberd
[04:27:23] <Yuv422> dseg:1AD9 dw 26h ; dagger
[04:27:23] <Yuv422> dseg:1ADB dw 53h ; flask of oil
[04:27:38] <Yuv422> with my annotations
[04:28:27] <Yuv422> I think the devs learnt a lot from u6 and made a bigger scripting system for u7
[04:28:41] <Yuv422> pushing more game logic into usecode
[04:28:49] <Yuv422> in u6 it is only conversations
[04:29:10] <Malignant_Manor> U6 was made in assembly right?
[04:29:19] <Yuv422> turbo-c
[04:29:29] <Yuv422> but I'm looking at the assembly. :(
[04:30:00] <Yuv422> and reverse engineering the original logic out of that
[04:30:44] <Malignant_Manor> U7 was C but Marzo was saying it would save a huge amount of time to compile usecode instead of C.
[04:31:27] <Yuv422> yeah
[04:31:49] <Yuv422> I can imagine back in the day compiling would have taken a long time!
[04:33:26] <Malignant_Manor> I would probably feel like compiling an OS.
[04:35:58] <Malignant_Manor> Sounds like SE and MD support probably won't get finished (at least for years)
[04:36:19] <Yuv422> yeah most likely
[04:36:34] <Yuv422> but hopefully u6 support should be done much sooner
[04:38:54] <Malignant_Manor> What's a major bug besides dragons fighting with drakes, shooting magic missiles through cave walls
[04:40:21] <Malignant_Manor> I haven't even played through much.
[04:40:53] <Yuv422> there are still some bugs with the npc update logic
[04:41:11] <Malignant_Manor> Schedule updates?
[04:41:50] <Yuv422> yeah the code that updates npcs
[04:42:04] <Malignant_Manor> You should lost bugs on the tracker.
[04:42:09] <Yuv422> it is driven by the avatar's status
[04:42:21] <Yuv422> yeah
[04:42:41] <Malignant_Manor> lost to list
[04:53:53] <Yuv422> should the party view switch to the inventory view when you drop an object onto an actor?
[04:54:24] <Malignant_Manor> Probably
[04:54:42] <Malignant_Manor> I'm not sure how U6 does it.
[04:55:23] <Malignant_Manor> maybe have it be a cfg option
[04:56:12] <Malignant_Manor> I can see people wanting it both ways
[04:57:01] <Yuv422> yeah
[04:59:17] <Malignant_Manor> Maybe in the future, someone could add the first couple inventory slots to the right of the actor.
[05:00:35] <Yuv422> for quick access?
[05:00:59] <Malignant_Manor> Yeah and to see that stuff gets dropped.
[05:01:43] <Malignant_Manor> I never liked the U6 inventory management.
[05:02:11] <Malignant_Manor> I wish you could drag to free slots.
[05:03:14] <Yuv422> rather than always putting the object in the first slot
[05:03:47] <Malignant_Manor> Yeah
[05:03:59] <Malignant_Manor> Really bad organization
[05:04:42] <Yuv422> feature request ;-)
[05:04:49] <Malignant_Manor> Yeah
[05:07:42] <Malignant_Manor> Added it to the tracker
[05:08:08] <Yuv422> cool thanks.
[05:09:54] <Malignant_Manor> I like the torch logic in U6O.
[05:10:42] <Malignant_Manor> In the original, you light a torch and it is deleted when you unequipped.
[05:10:42] <Yuv422> How does it work?
[05:10:52] <Yuv422> yup
[05:10:54] <Malignant_Manor> U6O degrades it in steps
[05:11:06] <Yuv422> ah k
[05:11:25] <Yuv422> in u6 you get 200 turns out of a torch
[05:11:55] <Yuv422> but each turn there is a 50/50 chance you get another turn's life out of the torch
[05:12:05] <Yuv422> so they take a long time to burn out
[05:12:54] <Malignant_Manor> The rings are random chance of deleting in U6 (I think). U6O uses a worn out system like the torch.
[05:13:22] <Malignant_Manor> Too bad it is so much of a grind and you can't speed up time.
[05:13:23] <Yuv422> yeah rings have a random chance of deletion
[05:13:55] <Malignant_Manor> You are forced to get to a high enough level to cast pickpocket on the thief in the sewers.
[05:14:33] <Malignant_Manor> You also have to wait until the right moon phase to be able to travel to spirituality.
[05:15:12] <Yuv422> the other thing I want to put in is rest till time
[05:15:20] <Yuv422> or rest until sunrise
[05:16:25] <Malignant_Manor> Waiting for npcs to be at the proper time in U6O really sucks too.
[05:23:06] <Malignant_Manor> This bug seems to be already fixed. https://sourceforge.net/tracker/?func=detail&aid=1624977&group_id=76419&atid=547063
[05:24:36] <Yuv422> I think you are right
[05:24:52] <Malignant_Manor> It looks right to me.
[05:25:29] <Yuv422> ok I've closed that one
[05:26:56] <Malignant_Manor> This one too. You can put your comment about "Selecting quantities for moved items isn't working" on a separate tracker. https://sourceforge.net/tracker/?func=detail&aid=3432314&group_id=76419&atid=547063
[05:30:50] <Malignant_Manor> This one is already fixed too. https://sourceforge.net/tracker/?func=detail&aid=1527876&group_id=76419&atid=547063
[05:31:50] <Yuv422> cool
[05:31:57] <Yuv422> closed that one now
[05:33:12] <Malignant_Manor> Another one. https://sourceforge.net/tracker/?func=detail&aid=3432426&group_id=76419&atid=547063
[05:33:49] <Yuv422> I couldn't reproduce that one
[05:34:17] <Malignant_Manor> Neither could I
[05:34:36] <Yuv422> are you on win32
[05:34:46] <Malignant_Manor> Yes
[05:34:50] <Yuv422> ah k
[05:35:10] <Yuv422> I think qbradq is testing on win32 too
[05:35:50] <Yuv422> I'll change it to can't reproduce
[05:39:49] <Malignant_Manor> Are you going to close this one that you marked fixed? https://sourceforge.net/tracker/?func=detail&aid=3432314&group_id=76419&atid=547063
[05:42:10] <Yuv422> I'll leave it open until I get a chance to write up a bug for the move qty issue
[05:42:26] <Malignant_Manor> I wrote it.
[05:42:31] <Yuv422> cool
[05:42:37] <Yuv422> I'll close it then :-)
[05:42:46] <Malignant_Manor> I can't reproduce this one. https://sourceforge.net/tracker/?func=detail&aid=3433594&group_id=76419&atid=547063
[05:44:56] <Yuv422> yeah I can't reproduce either
[05:45:28] <Yuv422> I've changed it to 'works for me'
[05:45:45] <Malignant_Manor> I can reproduce the walk through door thing now. It seems like you have to purposely hold down the key though.
[05:47:59] <Malignant_Manor> Guard casts fireball at me.
[05:48:23] <Yuv422> I was wondering if that was right
[05:48:41] <Yuv422> also the surrender logic isn't working at the moment for me
[05:48:55] <Yuv422> the game goes into an endless loop when it fades out
[05:49:26] <Malignant_Manor> It explains why the gargoyles haven't invaded.
[05:50:09] <Malignant_Manor> They get killed off by infinite casting guards.
[05:50:29] <Yuv422> hehe yeah the guards are pretty powerful
[05:55:06] <Yuv422> they have firewands in the original too
[05:55:32] <Malignant_Manor> The U6 guard used a crossbow when I checked.
[05:55:58] <Yuv422> they probably have a few weapon options
[05:56:52] <Malignant_Manor> I think I just killed them with cannons in the original and they don't get mad.
[05:57:10] <Malignant_Manor> I don't think they even try to move.
[05:57:19] <Yuv422> hehe
[06:07:13] <Malignant_Manor> I've never gotten a firewand guard in the original.
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[07:08:28] <CIA-5> nuvie: 03efry * r1341 10/nuvie/trunk/ (ChangeLog Event.cpp views/PartyView.cpp views/PartyView.h): * Added support for dragging objects from map window to the party roster.
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[12:21:54] <CIA-5> nuvie: 03efry * r1342 10/nuvie/trunk/ (7 files in 2 dirs):
[12:21:54] <CIA-5> nuvie: * Fixed bug "Can't pickup items with Drag'n'drop" 
[12:21:54] <CIA-5> nuvie: You can now drag and drop items from the map onto party members.
[12:21:54] <CIA-5> nuvie: * Fixed bug where toss animation wasn't showing correct tile for
[12:21:54] <CIA-5> nuvie: objects with a frame_n other than 0.
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[22:03:39] <Malignant_Manor> Many engine variables don't seem to be reset on loading of a saved game.
[22:04:05] <Yuv422> hehe quite possible
[22:06:04] <Yuv422> I'm just looking at the issue with ok to take flag not set on inventory container items
[22:06:54] <Yuv422> it's annoying that the new game data doesn't set this properly
[22:07:42] <Malignant_Manor> Last target for attack, combat_mode in CommandBar, and when the inventory is open in fullscreen_map mode are a few offhand..
[22:09:26] <Malignant_Manor> I fixed a bug I reported earlier and added the patch to the tracker. https://sourceforge.net/support/tracker.php?aid=3535036
[22:42:37] <Yuv422> there are a lot of things that should advance a game turn that don't at the moment
[22:42:59] <Yuv422> I've got to do a review of when time should be advanced
[22:43:43] <Yuv422> I've got a fix for the throwing axe bug
[22:43:50] <Yuv422> I'll commit it later today
[22:43:53] <Yuv422> gotta go now
[22:43:54] <Yuv422> cya
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