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[13:07:13] <Dominus> eric, if you have time, can you elevate my rights on the forum, too? Spam again...
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[20:43:59] <Dominus> u9 on gog and big ultima sale
[20:47:11] <TheCycoONE> yeah, debating whether I should buy redundant copies of the rest of my ultima's
[20:47:37] <Dominus> I did so...
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[21:07:43] <Malignant_Manor> When did the sale start. Too bad it didn't happen right after we have the new release.
[21:08:53] <Dominus> the sale started today
[21:09:01] <Dominus> another 6 ½ days
[21:09:16] <Malignant_Manor> They added a RG interview and a reference card to U4.
[21:10:00] <Dominus> yes, they added goodies to other ultimas as well
[21:10:19] <Dominus> mostly ripping it from aiera, ultimacodex without even mentioning it...
[21:10:27] <Malignant_Manor> Not to the free ones.
[21:10:34] <Dominus> yes
[21:17:00] <TheCycoONE> well people sent them stuff, they might not have double checked it
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[21:17:38] <Dominus> bah, don't defend them!!!!!
[21:17:50] <Dominus> oh, he's gone
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[21:21:32] <Malignant_Manor> Eric, we're a bit late with the release. The Ultima games are currently on sale at GOG.
[21:22:09] <Yuv422> Nuvie will be 10 years old next march. ;-)
[21:22:26] <Dominus> that old already?
[21:22:37] <Malignant_Manor> Is inv_remove_obj creating a memory leak when called from lua?
[21:22:39] <Yuv422> yeah march 2003
[21:23:29] <Yuv422> is it holding a reference to the obj?
[21:23:42] <Malignant_Manor> I recently looked and saw that it doesn't delete_obj()
[21:24:13] <Yuv422> yeah it just removes it from the inventory
[21:24:33] <Malignant_Manor> So we need to add the delete obj part
[21:26:37] <Yuv422> yeah the script delete call whatever that is
[21:29:22] <Malignant_Manor> So far, it is only used to delete items. So should I default to that until usecode is done in lua?
[21:31:09] <Yuv422> hmm wait
[21:31:29] <Yuv422> it should be cleaned up in the lua garbage collection
[21:31:36] <Yuv422> if it is unlinked from the engine
[21:32:09] <Yuv422> if you remove it from the inventory it should be unlinked then so it should get removed in the next garbage collection run
[21:32:09] <Malignant_Manor> Ok, then I just need to add it to the cpp file I added it to.
[21:32:22] <Yuv422> yeah
[21:34:52] <Malignant_Manor> How goes the egg reverse engineering?
[21:36:32] <Malignant_Manor> I noticed that the original doesn't spawn when you change levels.
[21:36:50] <Malignant_Manor> (in the original)
[21:44:44] <Yuv422> the problem is the egg code is buried inside the map loading code
[21:44:52] <Yuv422> which i never bothered to reverse
[21:45:00] <Yuv422> because it was known already
[21:45:35] <Yuv422> I'm just looking at when the original resets the eggs so they spawn again
[21:46:21] <Malignant_Manor> Unfortunately, all the reverse engineering is your work.
[21:47:19] <Malignant_Manor> Building engines for closed source games material and replicating it exactly is problematic.
[21:47:36] <Yuv422> yeah
[21:48:26] <Yuv422> I was thinking of calling the spawn/cleanup at the 16 tile boundry
[21:48:35] <Yuv422> with a cleanup range of 20 tiles
[21:48:44] <Yuv422> and a spawn range of 32
[21:49:22] <Malignant_Manor> Before or is this for full screen?
[21:49:37] <Yuv422> before
[21:50:00] <Yuv422> hmm maybe it should be 24 not 16
[21:50:20] <Malignant_Manor> If we didn't have severely limited npc slots, it would be so easy.
[21:52:17] <Yuv422> yeah 30 temp actors is tiny
[22:15:28] <Yuv422> the original set the inivisible flag on the egg each time it is spawned
[22:15:35] <Yuv422> but they are all invisible anyway
[22:15:56] <Yuv422> it's funny to see things like that in the original code
[22:16:34] <Malignant_Manor> Does the invisibility wear off like actors or does it permanently stop them from spawning?
[22:18:39] <Yuv422> it just controls whether you see the egg on screen
[22:19:02] <Yuv422> and it is permanent
[22:21:08] <Yuv422> ah...
[22:21:24] <Yuv422> looks like the eggs reactivate at > 20 tiles from player too
[22:22:38] <Yuv422> ok so I think we have enough info to work on the egg logic now
[22:27:58] <Malignant_Manor> The tab to the map should use the command bar's selected action.
[22:28:32] <Malignant_Manor> Currently, it just shows the cursor and doesn't even cancel.
[22:28:42] <Malignant_Manor> I'll have to see if I can fix that.
[23:00:58] <Yuv422> I'm off now
[23:01:00] <Yuv422> cya
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[23:01:07] <Malignant_Manor> bye
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