[01:02:51] <Yuv422> Malignant_Manor: are you asking about the area structure
[01:03:11] <Malignant_Manor> Yeah, I think so.
[01:03:22] <Malignant_Manor> I can change the x and y but not he area
[01:03:49] <Yuv422> yeah the area is made when the widget is loaded into the gui IIRC
[01:04:10] <Malignant_Manor> Draw order likely needs to change since the background is not square.
[01:04:42] <Malignant_Manor> in MD
[01:05:50] <Yuv422> ah
[01:05:56] <Yuv422> hmm
[01:06:06] <Yuv422> that's not an easy task
[01:06:09] <Malignant_Manor> Well, this is something for after release
[01:06:29] <Yuv422> unless the background has transparency
[01:06:52] <Yuv422> the view w/h are set in View:init()
[01:07:13] <Yuv422> which calls GUI_Widget::Init(NULL, x, y, 136, 96);
[01:07:26] <Yuv422> with some evil magic numbers ;-)
[01:07:52] <Malignant_Manor> thanks
[01:08:14] <Yuv422> I think i might know why you were getting crashes with alt-414 and alt-500
[01:08:28] <Yuv422> invalid numbers
[01:08:33] <Yuv422> would translate to 0
[01:08:46] <Yuv422> which is the party vehicle actor
[01:09:03] <Yuv422> which can have weird non-sensical map coords
[01:09:30] <Yuv422> I put a fix in recently to set the party actor's coords to 0,0,0 if it wasn't currently the player on load
[01:10:33] <Yuv422> I think range weapons don't work for party members in solo mode
[01:10:38] <Yuv422> atm
[01:11:10] <Yuv422> I couldn't get iolo to fire his bow
[01:13:17] <Malignant_Manor> In solo, he is firing his bow in my game.
[01:13:26] <Malignant_Manor> boomerang actually
[01:13:26] <Yuv422> strange
[01:13:36] <Yuv422> could I get a copy of your save?
[01:13:52] <Malignant_Manor> he is firing crossbow too
[01:15:35] <Malignant_Manor> I have problems with him firing in party mode.
[01:15:58] <Malignant_Manor> He sometimes wanders back and forth before he decides to fire.
[01:16:27] <Yuv422> have you registered your nick?
[01:16:37] <Malignant_Manor> yeah
[01:16:44] <Yuv422> I'm not getting that file
[01:17:37] <Malignant_Manor> Is it working now?
[01:18:06] <Yuv422> doesn't look like it
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[01:19:01] <Malignant_Manor> Maybe when I got booted.
[01:19:35] <Yuv422> that's better :-)
[01:19:48] <Malignant_Manor> I'm not updated to the latest.
[01:19:56] <Malignant_Manor> so maybe that is why
[01:23:02] <Malignant_Manor> Ranged attack in solo mode is still working for me.
[01:24:41] <Yuv422> why do you have a wisp in your party!? ;-)
[01:24:59] <Malignant_Manor> Testing to see if anything was ethereal
[01:25:36] <Malignant_Manor> I think the ghost isn't ethereal in Nuvie since I haven't seen it go through walls.
[01:26:07] <Malignant_Manor> For some reason, ethereal monsters still block actors in U6
[01:26:23] <Yuv422> a k
[01:26:44] <Yuv422> I think we use tile flags to determine blocking in nuvie
[01:28:04] <Malignant_Manor> Except that actors always block unless party members interacting with party members.
[01:28:34] <Malignant_Manor> I think people weren't solid until I put in the placeholder data in SE and MD.
[01:35:45] <Yuv422> hehe whoops
[01:36:08] <Yuv422> Iolo didn't have arrows in the save I was using
[01:36:13] <Yuv422> only bolts
[01:36:16] <Malignant_Manor> They still walk through walls.
[01:37:50] <Yuv422> i think it might be because we don't have a mdactor sub class
[01:38:04] <Yuv422> you'll probably find the u6actor class controls blocking
[01:42:35] <Malignant_Manor> I wonder if the control bar should be faked for MD and SE.
[01:44:02] <Malignant_Manor> Use pictures of the background split up into each control bar
[01:45:13] <Yuv422> I think the switches move in md
[01:45:20] <Malignant_Manor> yeah
[01:45:28] <Yuv422> se has no movement
[01:46:20] <Malignant_Manor> Something for later anyway. I should really stop delaying U6 completion.
[01:46:50] <Yuv422> hehe
[01:56:10] <Yuv422> do you think my changes to party combat fixed the bug "Party members don't advance to enemies well"?
[01:56:33] <Malignant_Manor> It didn't last time I checked.
[01:56:38] <Malignant_Manor> I can try again now.
[01:56:46] <Yuv422> I tried to replicate the scenario in dosbox and I got similar results
[01:57:03] <Yuv422> the party does stick to the avatar a bit
[01:57:31] <Yuv422> because their movement is based on the average party coords
[01:59:53] <Malignant_Manor> I gave Iollo ranged weapons and he won't even fire. Rear strategy, he even moves right next to the guard
[02:01:07] <Yuv422> yeah I haven't looked at the range worktype in awhile
[02:01:14] <Malignant_Manor> But combat was started without the weapons
[02:03:43] <Malignant_Manor> From the combat no advance save
[02:03:55] <Malignant_Manor> give iolo a ranged weapon
[02:04:05] <Malignant_Manor> he will fire
[02:04:10] <Malignant_Manor> keep pressing space
[02:04:27] <Malignant_Manor> when dupre dies, he stops attacking and moves like an idiot
[02:04:44] <Yuv422> hehe
[02:06:13] <Malignant_Manor> At least there is something reproducable
[02:21:40] <Malignant_Manor> Nice code area.x+8 + 16 + 8
[02:22:04] <Yuv422> hehe that gets optimised away. ;-)
[04:14:25] <Malignant_Manor> Here's a teaser photo. Too bad there so much that doesn't work. http://i156.photobucket.com/albums/t13/Malignant_Manor/Savage_Empire_Nuvie.png
[04:14:52] <Yuv422> That's looking good!
[04:16:00] <Malignant_Manor> I haven't gotten selection working right yet.
[04:16:54] <Malignant_Manor> The wrong font seems to be used.
[04:18:16] <Yuv422> you've got quite a big party going there. ;-)
[04:18:31] <Malignant_Manor> The font that's being used for conversation should be used in the party view.
[04:18:47] <Yuv422> yeah
[04:19:17] <Malignant_Manor> Yeah, I teleported to npcs. There are a bunch of missing npcs and each one causes Nuvie to crash when trying to teleport to them.
[04:20:04] <Yuv422> yeah it's not going to like it if they have dodgy coords
[04:20:26] <Yuv422> I guess we should check the coords to make sure they are on a map
[04:20:27] <Malignant_Manor> More after release stuff
[04:21:01] <Yuv422> I'm working on the use objects under actors logic
[04:21:15] <Malignant_Manor> For what?
[04:21:24] <Yuv422> the bug
[04:21:34] <Yuv422> Can't use items that are in a space occupied by actors
[04:22:04] <Malignant_Manor> Yeah, that's mostly a problem with ladders and skiffs
[04:22:22] <Malignant_Manor> The things you really need to access if you want them
[04:22:28] <Malignant_Manor> and get ambushed
[04:22:32] <Yuv422> :-)
[04:22:40] <Malignant_Manor> or get out at the wrong place
[04:22:44] <Yuv422> I'm going to check if the actor is usable first
[04:22:58] <Yuv422> and if not then try to use an object at that location
[04:26:06] <Yuv422> when adding md and se support I would like to move the usecode logic into lua script
[04:45:26] <CIA-68> nuvie: 03efry * r1370 10/nuvie/trunk/ (5 files in 2 dirs):
[04:45:26] <CIA-68> nuvie: * Fixed bug "Can't use items that are in a space occupied by actors" 
[04:45:26] <CIA-68> nuvie: * Added UseCode::has_usecode(Actor *actor, UseCodeEvent ev)
[04:52:55] <Yuv422> Adding command mode to party members might be quite hard with the current setup in nuvie
[04:53:04] <Yuv422> I'll have to give it some thought
[04:53:22] <Yuv422> I wonder how many people played the game that way
[05:00:34] <Malignant_Manor> I'm not sure. I have before.
[05:01:28] <Malignant_Manor> Most of the time ai is sufficient. Unfortunately, the Nuvie ai is slightly worse.
[05:01:48] <Yuv422> hehe yeah :(
[05:01:50] <Malignant_Manor> I'd worry about fixing basic ai before the command
[05:02:42] <Yuv422> yeah
[05:03:52] <Malignant_Manor> Is the tangle vine working?
[05:04:05] <Malignant_Manor> I'm just wondering because of documentation.
[05:04:31] <Yuv422> I think it is mostly working
[05:04:37] <Yuv422> not too sure
[05:04:50] <Yuv422> I'm sure you'd be able to find bugs in it though
[05:05:11] <Malignant_Manor> I'm not sure where they spawn. The one place I could think of didn't have it. That might have been U6O.
[05:05:23] <Malignant_Manor> South of Trinsic
[05:05:34] <Malignant_Manor> south west from there
[05:06:55] <Yuv422> 3ad, 1a6, 0
[05:07:08] <Yuv422> 162, 1e4, 0
[05:07:18] <Yuv422> 135, 212, 0
[05:07:23] <Malignant_Manor> There's a tentacle spawning creature in MD
[05:07:33] <Yuv422> cool
[05:08:13] <Malignant_Manor> Temp party members drop charge object when leaving.
[05:08:21] <Yuv422> I have a complete list of eggs and their contents if you want it
[05:08:33] <Malignant_Manor> I'll add that to the other bug with charges
[05:08:44] <Malignant_Manor> put it in the docs section
[05:09:32] <Yuv422> that's a good idea
[05:09:41] <Malignant_Manor> I didn't know they casted
[05:09:56] <Yuv422> wisps?
[05:10:11] <Malignant_Manor> no, tangle vine
[05:10:17] <Yuv422> ah yeah
[05:10:19] <Yuv422> sleep
[05:10:20] <Malignant_Manor> wisps is one that dropped the charges
[05:13:06] <CIA-68> nuvie: 03efry * r1371 10/docs/trunk/ultima6/egg_list.txt: Added a list of eggs and their contents.
[05:21:48] <Malignant_Manor> Oh, wait that bug for dropped spell items was fixed
[05:23:58] <Yuv422> can you reopen a ticket?
[05:24:08] <Malignant_Manor> I just added a new one.
[05:24:15] <Yuv422> righto
[05:34:08] <Malignant_Manor> I have an update for some docs if you want to commit it.
[05:34:40] <Yuv422> game engine docs?
[05:34:48] <Malignant_Manor> online
[05:34:52] <Yuv422> ah k
[05:34:56] <Yuv422> yeah sounds good
[05:36:17] <Malignant_Manor> I'm off to bed
[05:36:33] <Yuv422> thanks for the patch
[05:36:34] <Yuv422> cya
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[05:39:49] <CIA-68> nuvie: 03efry * r1372 10/web/trunk/templates/en/ (docs.template faq.template): Documentation updates
[06:33:33] <CIA-68> nuvie: 03efry * r1373 10/nuvie/trunk/ (5 files):
[06:33:33] <CIA-68> nuvie: * Fixed bug "Blood blocks items from being moved or picked up" 
[06:33:33] <CIA-68> nuvie: ignore objects that have the ignore tile flag set in ObjManager::get_obj()
[08:18:32] <CIA-68> nuvie: 03efry * r1374 10/nuvie/trunk/ (ChangeLog MapWindow.cpp): * Fixed bug "infravision doesn't work" 
[08:21:16] <Dominus> it's raining fixes....
[08:21:24] <Yuv422> hehe
[08:22:31] <Yuv422> hopefully people don't mind getting spammed with updates.
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[13:05:37] <CIA-68> nuvie: 03efry * r1375 10/nuvie/trunk/ (ChangeLog Event.cpp actors/Actor.cpp actors/ActorManager.cpp):
[13:05:37] <CIA-68> nuvie: * Fixed bug "Temporay actors are deleted even when in the party" 
[13:05:37] <CIA-68> nuvie: * Fixed bug "Party members will drop charges upon leaving" 
[13:05:37] <CIA-68> nuvie: * Fixed bug "double click on horse causes target cursor to show" 
[13:17:09] <Yuv422> ok that's enough nuvie for one day
[13:17:16] <Yuv422> time for bed
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[21:14:12] <Malignant_Manor> I think the docs/progress folder has the actual web files
[21:15:44] <Yuv422> hi Malignant_Manor
[21:16:01] <Malignant_Manor> Hi
[21:16:27] <Malignant_Manor> I have some that I couldn't answer for sure offhand. http://pastebin.com/Ap7T85Rt
[21:16:27] <Yuv422> yeah I should disconnect those pages
[21:17:22] <Malignant_Manor> You also have about.php
[21:17:31] <Malignant_Manor> Taken from wine and unmodified
[21:17:38] <Yuv422> hehe
[21:17:49] <Malignant_Manor> nuvie.sourceforge.net/?page=about
[21:18:24] <Yuv422> laxdragon did sites for a few projects
[21:18:35] <Yuv422> he must have forgotten to change that one
[21:20:04] <Yuv422> I'm pretty sure moonstone logic was done
[21:20:37] <Yuv422> probably still more work needed on coordinate wrapping
[21:20:56] <Yuv422> party rest needs more work
[21:21:01] <Malignant_Manor> I did a teleport cheat to teleport to mouse location
[21:21:16] <Malignant_Manor> and I crashed at the northern void
[21:21:25] <Yuv422> that could be handy
[21:21:53] <Malignant_Manor> I didn't go through the problem of coding it properly
[21:22:24] <Malignant_Manor> since that would involve bringing up a target each time or having the mouse always update its position on the game window
[21:22:53] <Yuv422> objects in temp actor inventories are done
[21:22:55] <Malignant_Manor> I just targeted an area and then did my cheat move to cursor location
[21:36:21] <Yuv422> hmm the tile for log saw doesn't seem to be damaging
[21:37:15] <Malignant_Manor> It isn't in the original?
[21:37:36] <Yuv422> I think I might be getting the wrong tile number
[21:37:45] <Yuv422> because it is an animated object
[21:49:01] <Malignant_Manor> I don't see it in the lua file under damaging tiles
[21:50:08] <Yuv422> --trap, log saw
[21:50:16] <Yuv422> elseif map_tile == 732 or map_tile == 1010 then
[21:50:32] <Malignant_Manor> I have 276
[21:50:39] <Malignant_Manor> as tile number
[21:50:43] <Yuv422> yeah that's the animated tile number
[21:50:52] <Yuv422> that's the bug
[21:50:57] <Malignant_Manor> 276-279
[21:51:03] <Yuv422> I should be looking at the original tile number
[21:51:43] <Yuv422> they should have applied the damage flag to the animation tile entries
[21:51:48] <Yuv422> :-)
[21:51:56] <Malignant_Manor> oh, I see it as 1010 too
[21:52:54] <Yuv422> I just noticed that we get another endless loop when the avatar goes to sleep
[21:53:01] <Yuv422> via a sleep field or spell
[21:53:16] <Malignant_Manor> I though I had him asleep before
[21:53:25] <Malignant_Manor> I guess not
[21:53:27] <Yuv422> looks like I'm not changing the party roster properly
[21:53:42] <Yuv422> it might be a bug when in solo mode
[21:54:59] <Yuv422> I thought infravision was working with smooth lighting
[21:55:13] <Yuv422> what was the problem you were having?
[21:55:17] <Malignant_Manor> endless loop for both solo and party mode.
[21:55:22] <Yuv422> ah k
[21:55:34] <Malignant_Manor> I didn't notice any change with infravision in smooth lighting
[21:55:57] <Yuv422> the actors should be drawn above the smooth lighting layer
[21:57:27] <Malignant_Manor> hmm working now
[21:58:26] <Malignant_Manor> multi tile is bugged
[21:58:31] <CIA-68> nuvie: 03efry * r1376 10/nuvie/trunk/ (ChangeLog ObjManager.cpp):
[21:58:31] <CIA-68> nuvie: * Fixed bug "log saw doesn't cause any damage" 
[21:58:31] <CIA-68> nuvie: Needed to reference original tile not animated tile.
[21:58:41] <Yuv422> with infravision?
[21:58:42] <Malignant_Manor> dragon only center is showing
[21:58:44] <Malignant_Manor> yeah
[21:59:17] <Yuv422> yeah because the other parts of the dragon are map objects
[21:59:39] <Malignant_Manor> I thought they had npc id now
[21:59:47] <Yuv422> they do
[21:59:59] <Yuv422> but I must draw them with when I draw the other objects
[22:00:06] <Yuv422> and not when I draw the actors :(
[22:00:39] <Yuv422> shouldn't be too hard to fix
[22:01:26] <Yuv422> to get infravision working I actually draw the actors twice
[22:01:46] <Yuv422> once as normal then again after the lighting has been applied
[22:22:16] <CIA-68> nuvie: 03efry * r1377 10/nuvie/trunk/ (3 files in 3 dirs): * Fixed bug "Explosion doesn't blow up doors" 
[22:46:35] <Malignant_Manor> I think I can fix the smooth lighting to good enough by changing the ambiance.
[22:47:11] <Yuv422> ah k cool
[22:47:21] <Yuv422> and it will still be ok with original lighting?
[22:47:50] <Malignant_Manor> I will have to exclude the original
[22:47:59] <Malignant_Manor> just if(smooth)
[22:50:24] <Yuv422> righto
[22:52:00] <Yuv422> I've got to go now
[22:52:12] <Malignant_Manor> see ya
[22:52:23] <Yuv422> cya
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