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[22:40:28] <Malignant_Manor> Hi Eric
[22:40:59] <Yuv422> Hi Malignant_Manor
[22:41:17] <Malignant_Manor> How close are you to being done? I've just got to do the 3 gargoyle dungeons to do before I complete the game.
[22:41:34] <Yuv422> pretty close
[22:41:45] <Yuv422> I'd also like to do use telescope too
[22:42:30] <Malignant_Manor> I ran into a nice bug where double clicking on the fore or aft of the exited ship would have you talk an actor at 0,0,0.
[22:42:45] <Yuv422> hehe
[22:42:54] <Malignant_Manor> I fixed it.
[22:43:02] <Yuv422> did it say funny no response?
[22:43:26] <Malignant_Manor> No it used an actual npc
[22:43:34] <Yuv422> whoops
[22:43:36] <Malignant_Manor> unlink_surrounding_objects didn't set_actor_obj to false
[22:43:51] <Malignant_Manor> when it doesn't make it temporary
[22:44:07] <Malignant_Manor> so it was an easy fix once I knew what was happening.
[22:44:45] <Yuv422> cool
[22:50:50] <Malignant_Manor> Yuv422: What conditions I should test once you commit. Sit, death, enter/exit vehicle/dungeon, resting (bard), clone
[22:51:29] <Yuv422> yeah, actor tile in views
[22:51:46] <Yuv422> sleep
[22:51:55] <Yuv422> sleep in bed
[22:52:26] <Yuv422> custom tiles in cga/ega mode ;-)
[22:52:33] <Malignant_Manor> I noticed some npcs weren't pathfinding to sleep in bed when advancing time by 60.
[22:52:43] <Malignant_Manor> Where I added the teleport.
[22:53:06] <Yuv422> where they standing on their beds?
[22:53:12] <Malignant_Manor> Yeah
[22:53:17] <Malignant_Manor> it had them pathing
[22:53:24] <Yuv422> ah k
[22:55:27] <Malignant_Manor> Actually, one pathing is in one save. The other save, the person isn't sleeping underneath the sheets.
[22:55:29] <Malignant_Manor> woman at 182, 251, 0
[22:55:40] <Malignant_Manor> *3: location=0x182,0x251,0x0 time=20:00 day=0 worktype=0x91(Sleep)* Actor is on a path
[22:56:14] <Malignant_Manor> id_n: 102
[22:57:51] <Malignant_Manor> The person sleeping in the wrong position is npc 153. He is at the right schedule coordinates as well.
[23:05:34] <Malignant_Manor> It seems that these are old issues not related to my advancing time changes.
[23:05:47] <Yuv422> yeah
[23:05:58] <Yuv422> probably issues from the move to script
[23:06:12] <Yuv422> for actor worktype logic
[23:06:26] <Malignant_Manor> That was a long time ago
[23:06:35] <Malignant_Manor> before I started
[23:07:16] <Yuv422> do you think it broke recently?
[23:07:29] <Malignant_Manor> probably not
[23:07:48] <Malignant_Manor> It could have always been broken
[23:08:23] <Malignant_Manor> I know there are a few npcs with broken schedules in the original that stand (but these aren't it)
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