#nuvie@irc.freenode.net logs for 18 Jul 2003 (GMT)

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[04:45:10] <SB-X> hi
[04:46:34] <SB-X> Yuv422: i made the quest barrier work in my local copy, with some new usecode stuff
[04:47:08] <SB-X> i didnt change anything that was already in usecode classes, but i hope i havnt messed anything up that you might have had planned for it
[04:47:28] <SB-X> im about to commit it
[04:49:09] <Yuv422> hey SB-X
[04:49:40] <Yuv422> how does this quest barrier work?
[04:49:45] <SB-X> hey
[04:49:50] <SB-X> well
[04:50:05] <SB-X> i've added some new methods to implement usecode events
[04:50:18] <Yuv422> sounds ok to me
[04:50:29] <Yuv422> are they wired into the main select block?
[04:50:33] <SB-X> they don't interfere with what's there already, but that could be changed to use the usecode event calls
[04:50:34] <SB-X> no
[04:50:36] <SB-X> i ignored it
[04:50:44] <SB-X> i made an event for the barrier
[04:50:58] <SB-X> and to U6UseCode a list of usecode functions
[04:51:06] <Yuv422> hmm
[04:51:11] <SB-X> each one has a trigger event and a distance and a function pointer
[04:51:13] <Yuv422> sounds interesting
[04:51:23] <SB-X> and each one is tied to a specific object and frame
[04:51:36] <Yuv422> could we use this for egg support?
[04:51:43] <SB-X> yeah maybe
[04:51:53] <SB-X> i don't know much anything about u6 eggs
[04:52:15] <Yuv422> hehe neither do I.
[04:52:27] <Yuv422> well only what Jim wrote in his doc
[04:52:33] <SB-X> what happens here is when an actor moves onto the quest barrier, it first calls the usecode function for that object
[04:52:47] <SB-X> the usecode function checks quest flag
[04:52:53] <SB-X> returns false if you cant move there, true if you can
[04:53:00] <SB-X> if it returned false the actor doesn't move
[04:53:08] <SB-X> i don't think it's too slow
[04:53:35] <Yuv422> when do you detect the quest barrier?
[04:53:43] <SB-X> Actor::move
[04:53:49] <Yuv422> each time the player moves the actor?
[04:53:50] <Yuv422> ah
[04:53:50] <Yuv422> k
[04:53:55] <SB-X> i noticed in u6 that the party members are blocked by it too
[04:54:00] <SB-X> so i moved it out of Event to Actor
[04:54:12] <Yuv422> that makes sense
[04:54:23] <SB-X> all you have to do is set up a definition for each usecode function in U6UseCode::init_objects
[04:54:46] <Yuv422> where in the game are you testing this?
[04:54:59] <SB-X> the savegame at the end
[04:55:16] <SB-X> but in the original you can drop the barrier object anywhere and it works :)
[04:56:03] <Yuv422> have you commited yet?
[04:56:13] * Yuv422 is keen to check this out. :)
[04:57:02] <SB-X> about to
[04:57:09] <SB-X> have to write the changes
[04:58:36] <Yuv422> rightp
[04:58:37] <Yuv422> righto
[04:58:38] <Yuv422> ;)
[05:03:12] <Yuv422> did you have a look at the new objlist info. :)
[05:03:20] <Yuv422> +?
[05:04:36] <Yuv422> also someone was wanting to create a new worlds of ultima game using the u6 engine. They posted on the exult forum.
[05:08:50] <SB-X> no i didn't know there was new objlist info
[05:09:02] <SB-X> they plan to use nuvie right?
[05:09:10] <Yuv422> not sure
[05:09:11] <SB-X> they should
[05:09:17] <Yuv422> of course
[05:09:22] <SB-X> what is that island called in the endgame?
[05:09:28] <SB-X> isle of the abyss?
[05:09:33] <Yuv422> is it isle of the avatar?
[05:09:36] <SB-X> oh
[05:09:36] <SB-X> yeah
[05:09:42] <SB-X> thx
[05:10:09] <Yuv422> I found out what the first 0x100 bytes are for
[05:10:26] <Yuv422> and found how to make it rain and eclipse. ;)
[05:12:04] <SB-X> oh
[05:12:06] <SB-X> yeah!
[05:12:08] <SB-X> i was going to ask
[05:12:12] <SB-X> how does it store the time?
[05:12:34] <SB-X> the time they will last
[05:12:44] <Yuv422> just a byte that counts the turns left
[05:13:09] <Yuv422> for the eclipse and magic storm it is set to 0x13 turns
[05:13:56] <Yuv422> I'm not sure how it stores time left on invisibility yet
[05:14:57] <SB-X> could it be the surrounding bits?
[05:15:12] <Yuv422> I don't think so
[05:15:18] <SB-X> hmm
[05:15:51] <Yuv422> I got a bit side tracked and didn't test invisiblity much
[05:17:52] <Yuv422> did you notice the britannian lens goes away if you leave the hall.
[05:17:57] <Yuv422> in that savegame
[05:21:48] <SB-X> no
[05:21:54] <SB-X> you know what causes that?
[05:22:18] <Yuv422> it might be one of those object clearing bugs
[05:23:21] <SB-X> it didn't disappear for me
[05:23:25] <SB-X> how far do you have to go?
[05:23:34] <Yuv422> try going to the water
[05:23:39] <SB-X> oh i committed my changes now
[05:23:46] <Yuv422> righto
[05:23:56] <SB-X> its still there
[05:24:16] <Yuv422> hmm
[05:24:19] <Yuv422> strange
[05:25:07] <SB-X> i walked to the west side of the water
[05:25:15] <SB-X> and to the east near the mountains
[05:25:30] <SB-X> the purple and blue are both there :)
[05:25:44] <Yuv422> I was using dosbox
[05:25:54] <SB-X> er
[05:25:55] <SB-X> oops
[05:25:58] <SB-X> i thought you meant nuvie
[05:26:20] <SB-X> sorry
[05:26:21] <Yuv422> ah hehe no
[05:26:41] <SB-X> thats interesting then, nuvie is better because of a missing feature
[05:26:50] <Yuv422> but the light objects don't show up in nuvie. :(
[05:27:11] <SB-X> hmm thats too bad
[05:27:13] <SB-X> they are objects?
[05:27:19] <SB-X> i was really sure how it did that
[05:27:38] <Yuv422> I hoped they were objects
[05:27:46] <Yuv422> maybe the're not
[05:28:06] <SB-X> should we have an Anim class?
[05:28:32] <Yuv422> all things thus far have been objects
[05:28:43] <Yuv422> but we will need to handle other things in the future
[05:28:53] <Yuv422> like explosions
[05:28:55] <Yuv422> hail
[05:28:58] <Yuv422> rain
[05:28:59] <Yuv422> etc
[05:29:14] <Yuv422> so another drawing class might be a good idea
[05:29:24] <SB-X> those explosive things on that island
[05:29:31] <SB-X> and dropping objects
[05:29:39] <Yuv422> yup
[05:29:41] <SB-X> and the lenses
[05:29:42] <SB-X> heh
[05:29:47] <Yuv422> got to spin those objects
[05:29:48] <Yuv422> :)
[05:31:14] <SB-X> that looks like a potentially annoying bug
[05:31:16] <SB-X> the lens just disappearing
[05:32:33] <SB-X> i guess tech support couldve just said "don't leave things lying around or someone will steal them, thats what happened to your lens" when people called complaining
[05:32:33] <SB-X> its not a bug its a feature
[05:32:46] <Yuv422> hehe
[05:32:51] <Yuv422> so it happened for you?
[05:34:09] <SB-X> yup
[05:34:12] <SB-X> the blue one
[05:34:19] <SB-X> and the beam
[05:34:30] <SB-X> :\
[05:38:19] <Yuv422> lot of changed files
[05:38:37] <Yuv422> when I updated the cvs.
[05:38:47] <SB-X> some of those are other things i worked on earlier
[05:39:02] <SB-X> but hadnt committed
[05:39:08] <SB-X> earlier today i noticed Player::loadObjlistData wasnt loading any of its data
[05:39:19] <Yuv422> hehe
[05:39:21] <SB-X> because it had a local copy of game_type, so i commented that out
[05:39:26] <SB-X> was that intended?
[05:40:16] <SB-X> the local copy was not set to the real game type so it skipped over the loading
[05:40:20] <Yuv422> hmm
[05:40:34] <Yuv422> game_type should be set someware
[05:40:40] <SB-X> hmm, so "local copy" isnt the right word, i mean local version
[05:40:43] <SB-X> it is
[05:40:58] <SB-X> the local one just overrided it
[05:41:04] <Yuv422> ah
[05:41:06] <Yuv422> I see
[05:41:12] <Yuv422> Ouch!
[05:41:24] <SB-X> "overrid"?
[05:41:32] <SB-X> heh
[05:41:40] <SB-X> anywa
[05:41:41] <SB-X> y
[05:41:45] <SB-X> i have to go soon
[05:41:48] <SB-X> if it compiles ok
[05:42:11] <Yuv422> let me check
[05:44:35] <Yuv422> hmm
[05:45:27] <SB-X> i never know if it will, when its new material, and im no expert on portability
[05:45:40] <Yuv422> I don't seem to be able to set the quest flag. ;(
[05:46:00] <Yuv422> ah
[05:46:03] <Yuv422> there it goes
[05:46:08] <SB-X> oh
[05:46:08] <SB-X> whew
[05:46:26] <Yuv422> yeah that works nicely
[05:46:28] <SB-X> you probably guessed that you have to set it to 0 to test it :)
[05:46:32] <SB-X> great
[05:46:50] <Yuv422> Thou art not upon a Sacred Quest! :)
[05:47:02] <Yuv422> but I want to leave the hall ;)
[05:47:07] <Yuv422> oh well
[05:47:22] <SB-X> heh heh
[05:47:31] <SB-X> you can create many barriers and set them down anywhere
[05:47:38] <SB-X> in the original u6
[05:47:47] <Yuv422> what is the object number
[05:47:57] <SB-X> 416
[05:48:12] <SB-X> it is the first number in parenthesis on the console
[05:48:19] <SB-X> second is frame number
[05:48:37] <Yuv422> are they eggs?
[05:48:54] <Yuv422> do they have egg flags?
[05:49:06] <SB-X> i dont know
[05:49:15] <SB-X> its just an object i think
[05:49:20] <SB-X> but invisible
[05:49:23] <SB-X> named "nothing"
[05:49:41] <Yuv422> does it affect look?
[05:49:46] <SB-X> yes
[05:49:55] <Yuv422> in the original too?
[05:50:02] <SB-X> i believe so
[05:50:08] <SB-X> i think i remember checking it
[05:50:40] <SB-X> yeah i just checked again
[05:50:53] <SB-X> the nearby space says Thou dost see earth.
[05:51:01] <SB-X> but the one with the object says Thou dost see nothing.
[05:51:09] <Yuv422> ah k
[05:51:22] <Yuv422> it must not handle then as eggs then
[05:51:24] <SB-X> "Nope, nothing here. Nothing at all. Move along now."
[05:51:31] <SB-X> ok
[05:51:32] <Yuv422> :)
[05:54:02] <SB-X> not sure how to do the NEAR event
[05:54:20] <SB-X> and check to see if the avatar is within a certain number of spaces of an object
[05:54:29] <SB-X> which i'd use for the mirror
[05:54:41] <Yuv422> where is it checking at the moment?
[05:54:47] <SB-X> is there a way to get a list of all objects on screen?
[05:54:53] <SB-X> the STEPTO even it checked in Actor::move
[05:55:00] <SB-X> event is*
[05:55:49] <SB-X> does nuvie load the entire world?
[05:56:02] <Yuv422> yes
[05:56:08] <Yuv422> and all the dungeons. :)
[05:57:49] <Yuv422> hmm
[05:57:53] <SB-X> im also not sure how the usecode that was already there is done
[05:57:56] <SB-X> whats src_obj?
[05:58:07] <Yuv422> that's not used yet
[05:58:18] <Yuv422> but it will be used for using objects on objects
[05:58:24] <Yuv422> like use key on door
[05:58:27] <Yuv422> that sort of thing
[05:59:07] <SB-X> ah
[05:59:27] <SB-X> with the usecode function list i had to do something like that
[05:59:38] <SB-X> i put an itemref integer in UseCode
[05:59:55] <SB-X> and each usecode function interprets that in its own way
[06:00:09] <SB-X> it can be an actor id or an object number (theoretically)
[06:00:20] <Yuv422> ah k
[06:00:38] <Yuv422> cool
[06:00:41] <SB-X> but i hadnt thought about keys and doors, i was just trying to get the barrier to work :)
[06:00:50] <Yuv422> hehe
[06:00:57] <Yuv422> oh
[06:01:00] <Yuv422> I just remembered
[06:01:11] <Yuv422> I'm off on holidays tomorrow
[06:01:19] <Yuv422> so I won't be around for about a week
[06:01:30] <SB-X> hmm
[06:01:32] <SB-X> alright then
[06:01:38] <SB-X> are you going to mail the dev list? :)
[06:01:45] <SB-X> not that i know who is on it
[06:02:05] <Yuv422> I might check who's actually joined the list ;)
[06:02:13] <Yuv422> I'm off skiing tomorrow, Yay!
[06:02:24] <Yuv422> do you ski?
[06:02:36] <SB-X> k
[06:02:37] <SB-X> nope
[06:02:45] <SB-X> i might someday
[06:02:51] <SB-X> who knows :)
[06:02:59] <Yuv422> do you live near any ski resorts?
[06:03:10] <SB-X> not that i know of
[06:03:29] <Yuv422> the snow is pretty bad here in Australia
[06:03:41] <SB-X> the heat is pretty bad here
[06:03:41] <Yuv422> and we've got to drive for 6 hours to get to it ;)
[06:03:52] <SB-X> ooh
[06:04:01] <SB-X> well thats not so close then
[06:04:18] <Yuv422> nothing's close here in Aus. ;)
[06:05:16] <SB-X> it seems like a strangely disproportionate number of ultima remakers are in australia
[06:05:31] <Yuv422> I wonder why that is?
[06:05:55] <SB-X> was that a popular game there?
[06:06:12] <Yuv422> it was with me and my friends
[06:06:23] <Yuv422> not too sure how it went nationaly
[06:06:35] <SB-X> heh
[06:06:40] <SB-X> i don't think they keep those statistics
[06:07:13] <SB-X> ive got to go 10 minutes ago
[06:07:21] <Yuv422> hehe
[06:07:22] <Yuv422> righto
[06:07:23] <SB-X> talk to you later
[06:07:30] <SB-X> when your around
[06:07:32] <Yuv422> cya in a week
[06:07:39] * SB-X nods.
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[07:43:50] <servus> "?" - Victor Hugo
[07:44:47] <Yuv422> hey servus
[07:45:13] <servus> Hello.
[07:45:57] <Yuv422> How's things?
[07:46:24] <servus> Quite alright, going to school, going to work, same old stuff, different position around the sun.
[07:46:52] <servus> Actually, I'm going out for food, 'ta.
[07:47:06] <Yuv422> cya
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[13:41:02] <Yuv422> time for bed
[13:41:03] <Yuv422> cya
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