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[00:26:39] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[00:26:39] --- Topic for #nuvie set by unknown at Thu May 29 19:24:17 2008
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[15:53:15] <Malignant_Manor> Dominus, wjp : What reagents does Armageddon take in your version of Ultima 6?
[15:53:23] <Malignant_Manor> Mine doesn't take any.
[15:53:36] <Malignant_Manor> I see it online as taking all reagents.
[16:48:39] <Dominus> sorry, no idea how to check...
[16:49:23] <Malignant_Manor> If you have the spell, you can use the look command and it will tell you the reagents when you select it.
[16:52:51] <Malignant_Manor> If you don't have the spell, use Iolo to create obj 58, frame 0, and qual 255. That scroll will have all spells and you can add it to the spell book.
[16:53:04] <Dominus> is there a way to cheat-get this in the original? As I wrote before I haven't played it for ages, so no savegame...
[16:53:06] <Dominus> ah
[16:53:08] <Dominus> :)
[16:53:25] <Malignant_Manor> spam spam spam humbug
[16:53:32] <Dominus> I'll try later tonight
[16:56:55] <Malignant_Manor> I know Eric's version has different guard equipment.
[16:58:18] <Dominus> which is strange. something to eventually investigate
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[21:01:40] <Malignant_Manor> Yuv422: What reagents does Armageddon take in your version. Mine takes none but the internet says it takes all (also that is what it was before).
[21:05:34] <wjp> mine is "Armageddon-Vas Corp Bet Mani Ingredients: None"
[21:05:54] <wjp> I _think_ this installed version is from a U1-6 compilation CD from ages ago
[21:06:02] <Malignant_Manor> Thanks
[21:06:14] <Malignant_Manor> Mine is Complete Ultima 1-6
[21:06:17] <wjp> I have UC and GOG as well if that's useful
[21:06:33] <Malignant_Manor> They were horrible and didn't include the manual.
[21:06:58] <Malignant_Manor> If you could please test those quick wjp, I would appreciate it.
[21:13:32] <wjp> None in GOG version too
[21:25:05] <Malignant_Manor> wjp: Do you understand the gui widget code?
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[21:26:47] <Malignant_Manor> There is a crash when double clicking on a spellbook in the doll view gump. It happens in GUI:: AddWidget(GUI_Widget *widget) after close_all_gumps is called.
[21:27:31] <Malignant_Manor> The loop in AddWidget causes the crash.
[21:32:59] <Yuv422> is it a double free?
[21:33:11] <Malignant_Manor> I don't know. Probably
[21:33:17] <Yuv422> the spell book shouldn't be freed by close all gumps
[21:33:22] <Yuv422> that's probably the issue
[21:33:35] <Malignant_Manor> Debug was crap
[21:33:59] <wjp> valgrind is usually great for these things
[21:34:34] <Yuv422> sorry I've got to go
[21:34:39] <Yuv422> cya
[21:34:42] <wjp> bye
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[21:34:53] <Malignant_Manor> I'm trying to add widgets[i] as the first check in the loop
[21:40:10] <wjp> how do I reproduce this exactly/
[21:40:11] <wjp> ?
[21:40:27] <Malignant_Manor> Be in fullscree_map mode
[21:40:37] <Malignant_Manor> fullscreen_map
[21:40:50] <Malignant_Manor> equip a spellbook
[21:40:55] <Malignant_Manor> double click on it.
[21:41:17] <Malignant_Manor> The delete from the loop doesn't seem to be the delete that causes the crash.
[21:42:47] <wjp> right
[21:43:24] <Malignant_Manor> void ViewManager::close_gump(DraggableView *gump) is probably what does it
[21:43:50] <wjp> hm, GUI_Widget::HandleEvent is accessing a deleted widget
[21:45:56] <wjp> deleted from ~DollViewGump called from GUI::AddWidget from use_spellbook
[21:47:22] <wjp> so it looks like GUI_Widget::HandleEvent is deleting itself from under its own nose by opening the spellbook and closing the doll view?
[21:47:51] <Malignant_Manor> I have no idea
[21:48:27] <wjp> I'm going to guess yes
[21:49:29] <wjp> but this is my first time looking at this code, so I can't really say how to fix this
[22:07:13] <Malignant_Manor> Using Alt-U to use on right click also does this.
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[22:24:25] <Malignant_Manor> wjp: Using GUI_YUM instead of GUI_PASS seems to stop this.
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