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[22:23:27] <Yuv422> hey Malignant_Manor
[22:23:44] <Malignant_Manor> In MD, when using ethereal mode. actors still block.
[22:24:01] <Yuv422> really
[22:24:07] <Yuv422> I thought I fixed that
[22:26:32] <Yuv422> you're right it's not working
[22:27:37] <Malignant_Manor> I can't remember all I did for ethereal mode in the first place.
[22:27:58] <Yuv422> it's strange because I have seen it working only recently
[22:28:13] <Yuv422> let me check
[22:28:20] <Malignant_Manor> I know actor block checks had it.
[22:34:14] <Malignant_Manor> set_in_party(bool state) also likely needs to be the same as U6Actor's code.
[22:34:44] <Yuv422> hmm my version fails with a different reason now
[22:34:55] <Yuv422> I'm adding lua usecode support
[22:35:09] <Yuv422> which mightt be causing issues
[22:35:23] <Yuv422> butt I haven't commited that yet
[22:35:37] <Malignant_Manor> Well, the set_in_party is a separate issue that adds the ethereal flag.
[22:36:50] <Yuv422> ethereal mode works for me if I go through a non-object wall tile
[22:37:01] <Yuv422> to get out of the space capsule
[22:41:18] <Yuv422> the MD usecode code is a lot cleaner than the original U6 code :)
[22:41:28] <Malignant_Manor> maybe check_move_relative is needed
[22:42:27] <Yuv422> are you on r1782?
[22:42:49] <Yuv422> ethereal movement in MD is working for me
[22:42:59] <Malignant_Manor> Yes
[22:43:13] <Malignant_Manor> Actors are blocking
[22:43:47] <Malignant_Manor> Everything else doesn't block movement
[22:44:45] <Yuv422> ah yeah I get actor blocking too
[22:45:07] <Yuv422> still lots to do on the WOU actor classes
[22:45:16] <Yuv422> might be able to clean them up a bit
[22:45:27] <Yuv422> now that we have more logic in script
[22:46:16] <Yuv422> I'm going to have to refactor the input handling logic for scripts
[22:46:34] <Yuv422> at the moment only magic scripts can request input from the engine
[22:46:45] <Yuv422> eg get object / dir
[22:47:20] <Malignant_Manor> I remember that not being very nice either.
[22:47:28] <Yuv422> yeah
[22:52:21] <Malignant_Manor> Player::get_walk_delay() has potential issues since it only considers U6 object numbers.
[22:53:59] <Yuv422> I'll wrap that logic in a gametype check
[22:54:12] <Malignant_Manor> if(game_type != NUVIE_GAME_U6)
[22:54:14] <Malignant_Manor> return(125); // normal movement about 8 spaces per second
[22:55:19] <Malignant_Manor> I noticed something I screwed up in player. I used actor as a parameter when it is a private variable.
[22:57:14] <Yuv422> I've been fixing a few variable scoping issues too
[22:57:31] <Malignant_Manor> looking at Actor::move, can_be_passed is used.
[23:03:26] <Malignant_Manor> can_be_passed is where it fails
[23:09:19] <Malignant_Manor> I wonder if ethereal should just be in actor.
[23:45:10] <Malignant_Manor> I moved ethereal into the actor base class.
[23:47:57] <Malignant_Manor> U6 checks that current movetype is not the same but I think I can remove ethereal from there without issue since only party members can be ethereal.
[23:50:17] <Malignant_Manor> I just committed the changes.
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