#nuvie@irc.freenode.net logs for 22 Dec 2003 (GMT)

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[10:29:27] <EsBee-Eks> eh heya yuv
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[10:30:00] <yuv422> hey SB-X
[10:30:03] <yuv422> How's things?
[10:30:26] <SB-X> my internet access went out as I suspected, just got back on the other day
[10:30:42] <yuv422> :) wb
[10:30:47] <SB-X> ty
[10:30:57] <yuv422> did you enjoy your internet break? ;)
[10:31:03] <SB-X> no :\
[10:31:07] <yuv422> read any good books?
[10:31:10] <SB-X> heh
[10:31:13] <yuv422> heh
[10:31:14] <yuv422> hehe
[10:31:32] <SB-X> nothing new now i might reread return of the king
[10:32:07] <SB-X> and I havn't had a chance to try some more bugfixing in nuvie
[10:32:07] <yuv422> I fixed up use horse the other day
[10:32:16] <SB-X> ah
[10:32:17] <yuv422> np
[10:32:18] <SB-X> perm fix?
[10:32:22] <yuv422> yeah
[10:32:32] <yuv422> it uses the new temp actor code
[10:32:38] <SB-X> good
[10:32:45] <SB-X> did you end up making an "EggManager"
[10:32:51] <SB-X> to implement eggs
[10:32:54] <yuv422> yup
[10:32:59] <yuv422> we hve egg support noe
[10:33:00] <yuv422> now
[10:33:23] <yuv422> they appear and disappear as you walk around.
[10:33:27] <yuv422> which is neat
[10:33:33] <SB-X> i should like to see it when i get a chance
[10:34:00] <yuv422> there is a crash when I create two multitile actors on the same location. :(
[10:34:12] <yuv422> I haven't figured it out yet
[10:34:24] <SB-X> and i remember in the original it did that
[10:34:35] <SB-X> when you went to a stable or farm the animals came from the same space
[10:34:54] <yuv422> at the moment they spawn in a line
[10:34:59] <yuv422> :)
[10:35:09] <SB-X> that probably looks better
[10:35:24] <yuv422> usually you won't see them spawn
[10:35:43] <yuv422> I fixed the walk to the edge of the map bug too.
[10:35:55] <SB-X> ooh
[10:35:57] <SB-X> thats a good one
[10:36:03] <SB-X> do we have world wrapping?
[10:36:09] <yuv422> and the bug where you could walk on altars etc
[10:36:22] <SB-X> saw that change
[10:36:37] <SB-X> was it unk tileflags?
[10:36:44] <yuv422> I'm looking at dominus's mongbat bug now
[10:36:45] <SB-X> or just incorrect handling
[10:37:04] <yuv422> nope it was a typo in my is_passable check
[10:37:08] <yuv422> in objmanager
[10:37:16] <yuv422> it was returning the wrong tile.
[10:37:21] <yuv422> for a multitile object
[10:37:22] <SB-X> oh k :>
[10:37:31] <yuv422> so it was reading the wrong tileflag. ;)
[10:37:31] <SB-X> i wonder if it would be helpful to "use" eggs
[10:37:39] <SB-X> for testing
[10:37:42] <yuv422> what would it do?
[10:37:52] <SB-X> just hatch it
[10:37:53] <yuv422> spawn the contents?
[10:37:55] <yuv422> cool
[10:37:56] <SB-X> ya
[10:38:14] <SB-X> or maybe clean them up when you use again but i think cache-out code does that
[10:38:32] <yuv422> yeah just walk away
[10:38:36] <yuv422> and they are gone
[10:38:41] <yuv422> same as temp objects
[10:41:44] <yuv422> weird
[10:42:04] <yuv422> Dominus's sheild has a mongbat body in it
[10:42:13] <yuv422> shield
[10:42:25] <yuv422> wooden shield at 4a, 5b, 1
[10:42:25] <yuv422> frame_n: 0
[10:42:25] <yuv422> Tile: 520
[10:42:25] <yuv422> Status: 00000001
[10:42:25] <yuv422> Quantity: 0
[10:42:26] <yuv422> Quality: 0
[10:42:28] <yuv422> Container
[10:42:30] <yuv422> ---------
[10:42:32] <yuv422> mongbat
[10:42:34] <yuv422> frame_n: 0
[10:42:36] <yuv422> Tile: 1504
[10:42:38] <yuv422> Status: 00001000
[10:42:40] <yuv422> y = 961, z = 13
[10:42:42] <yuv422> Quantity: 3
[10:42:44] <yuv422> Quality: 8
[10:42:46] <yuv422> ---------
[10:43:04] * yuv422 wonders how this could happen
[10:48:42] <yuv422> hmm this doesn't look right
[10:49:08] <yuv422> if I drop the shield the mongbat appears connected to another object
[10:49:33] <yuv422> there is also a sea serpent connected to a bit of sulkurous ash
[10:49:41] <yuv422> wierd
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[10:57:21] <yuv422> wb sbx
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[11:09:42] <yuv422> ping
[11:10:02] <EsBee-Eks> my objlist has a group of enemies in the stalagmite, secret doors with objects, a dead body containing a bottle of wine containing a cyclops :)
[11:10:08] <EsBee-Eks> you might modify your object dump to print the X, for objs in container
[11:10:27] <yuv422> yeah
[11:13:26] <yuv422> I wonder if it is corruption in nuvie?
[11:14:26] <EsBee-Eks> or the Y coord needs to be taken into account
[11:15:54] <EsBee-Eks> or Z
[11:16:22] <EsBee-Eks> actually in my objlist it already prints X, should that be 0?
[11:16:32] <yuv422> hmm
[11:16:33] <EsBee-Eks> if the container isnt the first object in objlist
[11:17:35] <EsBee-Eks> u6notes doesn't say what Z is
[11:18:08] <yuv422> yeah x is used to find the container
[11:19:05] <yuv422> for the two monster objects they have a y value of 1
[11:19:12] <yuv422> in dominus's savegame
[11:20:02] <EsBee-Eks> maybe it divides the objlist into blocks of 64 objs
[11:20:19] <EsBee-Eks> and it is an offset from the x
[11:21:25] <yuv422> how do you mean?
[11:21:53] <EsBee-Eks> add x to y
[11:22:32] <yuv422> it looks like the first and last objects in the container (the bag) contain monster bobies
[11:22:38] <yuv422> bodies ;)
[11:23:14] <EsBee-Eks> is there some egg before that in the list or nearby that they should be in
[11:23:48] <EsBee-Eks> if they even exist in U6, the original might ignore objects like that
[11:23:58] <yuv422> hmm
[11:24:08] <yuv422> maybe there is an issue with my egg code
[11:24:47] <yuv422> I'll try saving the game on the surface then seeing if the mongbat is still there.
[11:29:25] <yuv422> maybe we don't count certain objects
[11:29:33] <yuv422> like eggs or inventory items
[11:29:40] <yuv422> when working out the index
[11:29:47] <yuv422> the container index
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[11:35:27] <sbx> i've got to go, bbl
[11:35:32] <yuv422> cya
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[12:57:33] <yuv422> this must be somthing to do with container connection
[12:57:41] <yuv422> I'll have to study it further
[12:57:58] <yuv422> I can't seem to make them all matchup.
[12:58:05] <yuv422> :(
[13:08:37] <yuv422> I think I'll sleep on this one.
[13:08:46] <yuv422> maybe something will come to me.
[13:08:48] <yuv422> cya
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