#nuvie@irc.freenode.net logs for 23 May 2004 (GMT)

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[01:17:23] --> Yuv422 has joined #nuvie
[02:08:47] <Yuv422> no return now
[02:08:57] <Yuv422> I've started to rip the ObjManager loading apart
[03:18:13] <Yuv422> bbl
[03:18:15] --> sbx has joined #nuvie
[03:18:31] <sbx> hi
[03:18:51] <sbx> bbl
[03:18:51] --- sbx is now known as sbx|afk
[03:20:42] <Yuv422> hehe
[03:20:56] <Yuv422> sbx|afk: you always seem to arive just as I'm leaving
[03:21:37] <Yuv422> my savegame class is almost loading the new game data now. :-)
[03:22:59] <Yuv422> k I'm really going now
[03:23:03] <Yuv422> bbl
[05:15:03] <Yuv422> back
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[05:24:29] <sbx> back
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[05:29:41] <sbx> hmm
[05:29:53] <Yuv422> netsplit
[05:30:54] <sbx> hmm
[05:32:30] <sbx> the msgscroll::request_input() and fountains are working just fine
[05:32:42] <Yuv422> cool
[05:33:07] <sbx> but I just need to tweak cannonballs a little before I go and update my cvs
[05:33:32] <Yuv422> righto
[05:33:56] <Yuv422> I'm trying to figure out the lzobjblk chunk order
[05:42:05] <sbx> Removing obj water.
[05:42:23] <Yuv422> ?
[05:42:27] <sbx> Segmentation fault
[05:42:27] <sbx> ...that's not right
[05:42:49] <Yuv422> :(
[05:45:20] <sbx> I can reproduce it, but I have no idea how these objects are getting in the temp list
[05:45:36] <sbx> Removing obj earth.
[05:45:36] <sbx> Removing obj horse.
[05:45:36] <sbx> Removing obj Nothing.
[05:45:36] <sbx> Removing obj floor.
[05:45:36] <sbx> Segmentation fault
[05:45:37] <sbx> something being corrupted by DropEffect
[05:46:52] <sbx> do you notice a difference in msgscroll printing recently (past month)? alt-314 menus should appear completely in one screen
[05:47:12] <sbx> or sometimes only the last menu item needs to be scrolled to
[05:47:31] <sbx> but I noticed it is only showing the first few lines of a menu and you have to press space to see the rest
[05:47:40] <Yuv422> hmm
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[05:47:53] <Yuv422> I can't realyy test it at the moment
[05:48:14] <Yuv422> I'm in the middle of a new load code transplant. :)
[05:49:28] <sbx> np something I just remembered
[05:49:28] <sbx> what kind of new load code?
[05:50:27] <Yuv422> loading objects from the new SaveGame class
[05:50:51] <Yuv422> using the lz* files
[05:51:19] <sbx> oh you can load from a SaveGame now eh
[05:51:26] <Yuv422> nearly
[05:51:50] <sbx> does the class handle the various sources (new, nuvie save, u6 save) or just nuvie save
[05:52:09] <Yuv422> it will handle all three
[05:52:19] <Yuv422> at the moment I'm working on new
[05:53:24] <sbx> ok
[05:53:42] <sbx> this segfault seems to be from me adding deleted objects to the map
[05:54:01] <sbx> and they happen to have temp_flag set
[05:55:37] <sbx> or maybe not, I can't see where they get deleted
[06:04:57] <Yuv422> Yay I'm loading the objects from the lzobjblk file
[06:07:00] <sbx> haha
[06:07:00] <sbx> cool
[06:07:00] <sbx> is all the new game stuff there?
[06:07:13] <Yuv422> it seems to be so far
[06:07:19] <sbx> the only thing I can think of is the temp egg at the castle
[06:07:22] <Yuv422> it is in a funny order though
[06:07:38] <Yuv422> it doesn't look like it is stored in superchunk format
[06:07:49] <Yuv422> that is there
[06:40:41] <sbx> ok, fixed that temp_obj crash :)
[06:40:48] <Yuv422> :)
[06:40:52] <Yuv422> what was the cause?
[06:41:49] <sbx> the toss anim can call hit_target() multiple times and that calling a DropEffect callback, which readded the same obj pointer to the map each time
[06:42:33] <Yuv422> ah k
[06:42:51] <sbx> so when deleting temp objects there where multiple references to the same object
[06:43:13] <sbx> to fix it DropEffect doesn't add the object to the map if it already did hit_target() once
[06:43:36] <sbx> ...though anims shouldn't be calling hit_target() more than once
[06:50:17] <sbx> ...and now they don't
[06:50:29] <Yuv422> cool
[06:51:21] <Yuv422> I'm working on loading objlist from lzdngobj
[06:52:22] <sbx> whats in the first part of the file?
[06:52:29] <Yuv422> at the end
[06:52:54] <Yuv422> after the dungeon objects
[06:59:47] <sbx> how are we going to initiate palette effects?
[07:00:23] <Yuv422> not too sure
[07:00:50] <sbx> we can make give each individual effect its own class, but there must be some set of methods that they would all use to do timed rotations of certain colors
[07:01:30] <sbx> those methods can be in the base palette effect class or in screen or somewhere
[07:16:41] <Yuv422> yay I'm loading the objlist now
[07:17:30] <sbx> got to go to sleep
[07:17:40] <Yuv422> k
[07:17:45] <Yuv422> talk to you later
[07:17:55] <sbx> does that mean actors?
[07:18:07] <Yuv422> yes
[07:19:03] <sbx> nice :)
[07:19:16] <sbx> I can't connect to CVS now so I'll update tomorrow
[07:19:16] <sbx> cya
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[07:19:26] <Yuv422> cya
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[07:21:26] <Yuv422> that was a quick sleep!
[07:22:02] <sbx> think i'll stick around in here ;)
[07:22:14] <sbx> cya
[07:22:14] --- sbx is now known as sbx|afk
[07:22:14] <Yuv422> :)
[07:22:39] <sbx|afk> (if darke can do it I can)
[07:23:06] <sbx|afk> ok bye
[07:23:11] <Yuv422> cya
[07:23:20] * sbx|afk goes AFK.
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[14:15:37] <Yuv422> time for bed
[14:15:39] <Yuv422> cya
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