#nuvie@irc.freenode.net logs for 17 Oct 2004 (GMT)

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[01:46:18] --> Yuv422 has joined #nuvie
[01:46:36] <Yuv422> hi
[02:17:26] <sbx> hi
[02:17:28] <sbx> hows things?
[02:21:24] <sbx> i was just eating
[02:23:50] <-- Yuv422 has left IRC ("Yuv422 has no reason")
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[02:24:04] <Yuv422> hi sbx
[02:24:11] <Yuv422> my irc is playing up again
[02:25:12] <Yuv422> I'm just working out what info we need to store about combat items
[02:25:38] <sbx> oh
[02:25:44] <sbx> I should be working on Nuvie
[02:25:57] <sbx> but I've been playing with Arcanum and Doom3
[02:26:32] <Yuv422> weird! I don't see your responses. :-(
[02:26:41] <Yuv422> I'm looking at them in the web log
[02:27:01] <Yuv422> ah wait there they come
[02:27:18] <sbx> your irc is sort of working now :)
[02:27:26] <sbx> thanks exultbot
[02:27:39] <Yuv422> looks like it
[02:27:47] <Yuv422> might be some lag on my link
[02:28:40] <Yuv422> yup exultbot isn't just a pretty face. ;)
[02:29:53] <sbx> hehe
[02:29:56] <sbx> have you played Arcanum?
[02:30:51] <Yuv422> what's arcanum?
[02:31:37] <sbx> arcanum: of steamworks and magick obscura
[02:31:42] <sbx> an isometric rpg
[02:31:47] <sbx> sort of like Fallout
[02:31:50] <sbx> but fantasy/steampunk
[02:32:01] <Yuv422> I'm just going to change irc servers
[02:32:04] <sbx> I guess that's a "no" :)
[02:32:04] <sbx> ok
[02:32:10] <Yuv422> brb
[02:32:36] * Yuv422 likes steampunk
[02:32:38] <-- Yuv422 has left IRC ("Yuv422 has no reason")
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[02:33:53] <Yuv422> maybe a more local irc server will help
[02:34:47] <sbx> what server?
[02:34:59] <sbx> i'm on tolkien.freenode.net :)
[02:35:02] <Yuv422> irc.au.freenode.net
[02:35:12] <Yuv422> asimov.freenode.net
[02:36:43] <Yuv422> hmm tolkien is in europe
[02:36:54] <Yuv422> in germany
[02:37:32] <sbx> so it is
[02:37:35] <sbx> I just use irc.freenode.net
[02:40:48] <-- Yuv422 has left IRC ("Yuv422 has no reason")
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[02:41:36] <sbx> wb
[02:41:46] <Yuv422> irc is really sick. :(
[02:42:06] <Yuv422> I wasn't getting anything just then
[02:44:03] <sbx> i got a ping
[02:45:14] <sbx> hey if you ping ChanServ he pings you back :)
[02:45:41] <-- servus has left IRC (Read error: 110 (Connection timed out))
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[02:48:07] <-- Yuv422 has left IRC ("Yuv422 has no reason")
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[02:49:00] <sbx> I'm sure you have a reason.
[02:49:03] * Yuv422 tries pinging chanserv
[02:49:15] <Yuv422> hehe
[02:50:03] <Yuv422> \/ping ChanServ
[02:50:15] <Yuv422> CTCP PING reply from ChanServ: 0.691 seconds
[02:50:40] <Yuv422> ping sbx
[02:50:46] <Yuv422> CTCP PING reply from sbx: 2.134 seconds
[02:52:13] <sbx> i get no ping reply from you
[02:52:20] <sbx> mIRC only shows whole seconds anyway
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[03:00:48] <sbx> what are combat items?
[03:01:35] <Yuv422> a struct or object that contains info about combat objects
[03:01:40] <Yuv422> like a sword
[03:01:45] <Yuv422> hit range
[03:01:54] <Yuv422> is projectile
[03:01:59] <Yuv422> breaks on use
[03:02:07] <sbx> any object that can be wielded?
[03:02:09] <Yuv422> fires object
[03:02:21] <Yuv422> any object that can be used in ombat
[03:02:26] <Yuv422> +c
[03:02:45] <sbx> nothing else applies
[03:02:59] <sbx> we only have to have a table for things used with Attack
[03:03:13] <Yuv422> yes
[03:03:19] <Yuv422> and defence
[03:03:33] <Yuv422> well defence could be in the readied object list
[03:03:40] <sbx> ah
[03:03:57] <Yuv422> but it is probably easier to have one table for all combat related objects
[03:04:31] <sbx> ok
[04:45:05] <Yuv422> would we use missle effect for wands, bows etc?
[04:47:12] <sbx> yeah that's the intentions
[04:47:17] <sbx> but I didn't finish it
[04:47:27] <sbx> I really need to work on that, and Pathfinder
[04:48:05] <sbx> It has to be able to hit actors or empty spaces, but I'm not sure how much of the combat logic we want in the effect.
[04:48:38] <sbx> combat logic & object management*
[05:01:19] <Yuv422> probably not too much combat logic in the effect classes
[05:04:33] <sbx> should do slightly more than a plain animation
[06:18:18] <Yuv422> sbx: did you know about the cheat modes in MD and SE?
[06:21:14] <sbx> son of a bitch, where did my knife go
[06:21:38] <sbx> one moment I'm attacking rats then Ker'ee critical misses and now she's punching them
[06:21:46] <sbx> oops, I mean... know I havnt tested them :)
[06:21:49] <sbx> no*
[06:21:54] <Yuv422> :)
[06:21:58] <sbx> I know one of them has a joke
[06:22:05] <sbx> "did you think that would work in this game?"
[06:22:10] <sbx> something like that
[06:22:21] <Yuv422> that's the non cheat version
[06:22:31] <Yuv422> you can actually use the cheat mode
[06:22:39] <Yuv422> with a change to the objlist file
[06:23:01] <Yuv422> then it works as normal
[06:23:06] <Yuv422> alt-213 for map
[06:23:11] <Yuv422> alt-214 to teleport
[06:23:12] <Yuv422> etc
[06:23:34] <Yuv422> MD has a create object alt code
[06:27:49] <sbx> what kind of think in objlist affects that?
[06:28:00] <sbx> a create-object code is a good idea
[06:28:33] <Yuv422> it's just a byte at 0x18f3 for MD and 0x18f2 for SE
[06:28:41] <Yuv422> set it to 0x40 for cheat mode
[06:28:46] <Yuv422> or 0x0 for normal mode
[06:29:00] <sbx> ok
[06:29:10] <sbx> so MD/SE has their own cheat switch :)
[06:29:16] <Yuv422> yes
[06:29:52] <Yuv422> I'm just going on the MDhack util written by F-15 Dragon
[06:30:04] <Yuv422> I just compared the resulting objlist files
[06:30:17] <Yuv422> I wonder how he worked it out
[06:30:32] <Yuv422> probably dissasembling game.exe
[06:39:21] <Yuv422> typedef enum { ATTACK_TYPE_NONE, ATTACK_TYPE_HAND, ATTACK_TYPE_THROWN, ATTACK_TYPE_MISSLE } AttackType;
[06:39:21] <Yuv422> typedef struct {
[06:39:21] <Yuv422> uint16 obj_n;
[06:39:21] <Yuv422> uint8 defence;
[06:39:21] <Yuv422> uint8 attack;
[06:39:22] <Yuv422> uint16 hit_range;
[06:39:24] <Yuv422> AttackType attack_type;
[06:39:26] <Yuv422> uint16 missle_tile_num;
[06:39:28] <Yuv422> uint16 thrown_obj_n;
[06:39:30] <Yuv422> bool breaks_on_contact;
[06:39:32] <Yuv422> } CombatType;
[07:04:36] <sbx> i like it
[07:04:54] <sbx> are those the only attack types?
[07:05:11] <Yuv422> can you think of any others?
[07:05:21] <Yuv422> maybe attack missle returning
[07:05:57] <sbx> will it handle magic wands using their charges?
[07:06:04] <Yuv422> yes
[07:06:31] <Yuv422> if the object has a qty or qual
[07:06:41] <Yuv422> which ever controls number of charges
[07:06:46] <Yuv422> then it will use those
[07:07:08] <Yuv422> I need to add
[07:07:17] <Yuv422> a field for arrows / bolts
[07:07:41] <Yuv422> for objects that need an external missle
[07:07:45] <Yuv422> to work
[07:08:16] <sbx> ok
[07:09:23] <sbx> I somehow released a pair of metal arachnids on the city of Tarant.
[07:09:32] <sbx> Without any target they are killing random NPCs.
[07:09:50] <Yuv422> whoops
[07:11:04] * sbx finds a dead metal arachnid.
[07:11:06] <sbx> so much for that
[07:12:07] <Yuv422> hmm I'm not stopping the pathfinder when an actor dies
[07:23:17] <sbx> shouldnt hurt anything
[07:38:35] <Yuv422> hmm
[07:38:49] <Yuv422> looks like a problem with pathfinder.
[07:39:02] <Yuv422> if I step onto a damaging square
[07:39:06] <Yuv422> and the actor dies
[07:39:22] <Yuv422> then it segfaults trying to get out of ZPath
[07:39:56] <sbx> its only designed for party following
[07:40:12] <sbx> i moved some stuff from Party to it
[07:40:41] <sbx> your stopping & destroying the pathfinder when the actor dies?
[07:41:01] <Yuv422> yes
[07:41:11] <Yuv422> I've stopped that now though
[07:41:15] <sbx> well
[07:41:27] <sbx> having a pathfinder tied to a dead actor doesnt sound right :)
[07:42:29] <Yuv422> I think we need to return false
[07:42:44] <Yuv422> when walking over a firefield in U6Actor::move()
[07:43:21] <sbx> return false?
[07:43:28] <sbx> doesnt that mean cant move?
[07:43:32] <Yuv422> so we don't try to move the dead actor
[07:43:37] <Yuv422> hmm yeah
[07:43:39] <sbx> you're not necessarily dead
[07:50:44] <Yuv422> hmm actor in pathfinder is null
[07:56:40] <Yuv422> ah
[07:57:00] <Yuv422> the pathfinder is deleted in set_in_party(false)
[07:57:09] <Yuv422> from remove_actor
[07:57:19] <Yuv422> from U6Actor::die()
[08:02:03] <Yuv422> Actor::stop_walking() doesn't seem to check if pathfinder is already null
[08:14:04] <sbx> would that matter?
[08:20:27] <sbx> i'm going to sleep soon
[08:23:01] <sbx> i'm going to sleep now
[08:23:06] <sbx> have fun with that ;)
[08:23:12] <sbx> bye
[08:23:14] --- sbx is now known as sbx|afk
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[08:53:51] <Yuv422> hi Fl00der
[08:53:58] <Fl00der> hi
[10:36:00] <Yuv422> going now
[10:36:01] <Yuv422> cya
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[12:30:26] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[12:30:26] --- Topic for #nuvie set by ChanServ at Sun Feb 15 05:09:00 2004
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