#nuvie@irc.freenode.net logs for 24 Jul 2006 (GMT)

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[11:06:01] <SB-X> hey yuv
[11:06:07] <Yuv422> hey SB-X
[11:06:17] <SB-X> how's it going?
[11:06:21] <Yuv422> good
[11:06:25] <Yuv422> how about yourself?
[11:06:42] <Yuv422> I'm just about to do some serpent work
[11:08:07] <SB-X> im fine
[11:08:24] <SB-X> im fixing dragndrop
[11:08:32] <Yuv422> cool
[11:08:46] <SB-X> so it's tied into event and we can finally drag torches and other objects with usecode
[11:09:16] <SB-X> added invisibility ring and amulet of submission too
[11:09:38] <SB-X> and fixed a couple of inventory bugs
[11:09:42] <Yuv422> sounds good
[11:09:52] <SB-X> but im about to go feed some cats now
[11:10:12] <Yuv422> nice
[11:12:10] <SB-X> heh, brb
[11:12:28] <SB-X> :p
[11:14:08] <Yuv422> k
[11:50:48] <SB-X> i'm back
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[12:17:05] <SB-X> Yuv422: wb
[12:20:44] <Yuv422> ty
[12:20:52] <Yuv422> I didn't even know I was gone. ;-)
[12:25:05] <Yuv422> yay
[12:25:14] * Yuv422 moves a serpent around
[12:25:45] <Yuv422> problem
[12:25:58] <SB-X> how are you moving it?
[12:26:05] <Yuv422> alt-500
[12:26:12] <SB-X> nice
[12:26:27] <Yuv422> but they change direction on the spot while in combat
[12:26:40] <Yuv422> and they move diagonally when pathfinding
[12:27:06] <SB-X> there should be some check in can_move
[12:27:33] <SB-X> or set_direction
[12:27:52] <SB-X> AND set_direction*
[12:28:12] <SB-X> although I'm not sure I'm always using can_move (check_move?) in pathfinders
[12:29:37] <SB-X> but we should
[12:30:30] <SB-X> actually it's also called in move(), so that should work as long as I'm not moving them with ACTOR_FORCE_MOVE
[12:30:42] <SB-X> in pathfinders & combat
[12:31:14] <SB-X> did you see what I said yesterday in the log?
[12:31:53] <Yuv422> righto
[12:32:21] * Yuv422 looks
[12:33:33] <Yuv422> was that in the orignal
[12:33:36] <Yuv422> or nuvie
[12:33:55] <SB-X> if you mean the missing crank, that's in nuvie
[12:34:09] <SB-X> i'm also missing the bottom of a clock
[12:34:37] * Yuv422 looks
[12:34:51] <SB-X> i dont know if it's because of my recent mapwindow changes or not
[12:35:25] <Yuv422> the crank and winch are there for me
[12:35:43] <SB-X> im still not sure how long invis rings last so i didnt even add a counter
[12:36:15] <SB-X> ok
[12:36:19] <SB-X> thanks for checking
[12:36:34] <Yuv422> np
[12:36:42] <SB-X> hope you don't mind that I fixed the alt-213 infostring
[12:36:50] <SB-X> maybe you wanted it to show the date :)
[12:36:59] <Yuv422> nah that's fine
[12:37:10] <Yuv422> I only care about the coords. ;-)
[12:37:18] <SB-X> cool
[12:38:08] <SB-X> That reminds me, I'm not sure if the same floodfill algorithm used for map blacking is optimal for peereffect, because it stops at the border and you can't see inside rooms on the edge of the map.
[12:38:57] <SB-X> use alt-213 at 133,18c,0 to see what I'm talking about
[12:39:30] <Yuv422> is it only looking at 11x11 tiles?
[12:39:36] <SB-X> Allowing the effect to peer through windows will fix that specific case, however.
[12:39:41] <SB-X> no
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[12:41:22] <SB-X> perhaps it will be fixed in other cases by treating the border as a 1tile wide passable area
[12:41:36] <Yuv422> could you go one row over to handle the edge problem?
[12:41:56] <SB-X> yes if I just assume that it's passable :)
[12:43:28] <Yuv422> how does peergem handle multi-tile actors in the original u6?
[12:44:18] <Yuv422> ah k, the same as nuvie
[12:44:28] <SB-X> yup, it just displays the other objects as unpassable
[12:44:37] <SB-X> Do you know if U6 uses the spell tokens described in spells.txt?
[12:44:59] <SB-X> or if spell counters are implemented some other way
[12:45:03] <Yuv422> spells.txt?
[12:45:10] <SB-X> original documentation
[12:45:23] * Yuv422 looks
[12:46:04] <Yuv422> eg negate magic: 10 minutes?
[12:46:17] <Yuv422> quickness: 30 minutes?
[12:47:00] <SB-X> after the spell list
[12:47:14] <SB-X> the first spell list
[12:56:46] <Yuv422> hmm
[13:00:09] <Yuv422> I can't see any extra objects in the effected actors inventory
[13:01:07] <SB-X> ok, thanks for checking
[13:01:37] <SB-X> we could do something similiar with a SpellToken array on the actor
[13:02:08] <SB-X> of a special type that stores quality and time left
[13:02:37] <SB-X> interestingly protection rings don't change the actor's appearance
[13:02:44] <SB-X> the protection spell does
[13:15:35] <SB-X> you can drag and drop objects onto areas that don't accept drops and a picture of the object stays on the screen
[13:16:16] <SB-X> maybe a screen update in GUI_DragManager would help?
[13:18:44] <Yuv422> yeah that bug has been around for awhile
[13:19:25] <Yuv422> so a global update when you drop?
[13:22:32] <SB-X> i dont remember how screen updates work
[13:22:52] <SB-X> i guess you'd have to
[13:23:13] <SB-X> since you don't assume that you're dragging an object
[13:23:22] <SB-X> so you don't really know how large an area to update
[13:23:41] <SB-X> and if you just updated the target widget it wouldnt update any part of the object that was drawn outside the widget
[13:25:09] <Yuv422> yeah
[13:27:34] <SB-X> In fixing dragndrop I just moved all of the object actions (except some assertions) to drag_perform_drop() in MapWindow, InventoryWidget, and DollWidget. It no longer deletes the object from those respective areas in drag_drop_success().
[13:28:57] <Yuv422> cool
[13:30:09] <SB-X> scroll pagebreaking needs a bit of improvement
[13:30:17] <SB-X> i'm not sure how to fix it though
[13:30:40] <Yuv422> yeah I noticed that too
[13:30:42] <SB-X> i'm not even sure how it works
[13:30:54] <Yuv422> it makes combat a bit of a hassle
[13:31:13] <SB-X> yeah it can be annoying because you have to click the msgscroll to continue playing :)
[13:31:37] <SB-X> and sometimes it doesnt even need to pause in the first place
[13:32:18] <SB-X> when you click or press enter there is no new text except the prompt :)
[13:33:00] <SB-X> (which shouldn't be printed yet but that's a different issue)
[13:33:58] <Yuv422> I'm just adding support for serpent tails
[13:34:22] <Yuv422> at the moment they don't have tails
[13:36:04] <SB-X> hehe
[13:36:55] <SB-X> the tail direction is probably the same as the object in front of it
[13:37:38] <SB-X> well it would have to be if you don't want to add extra curves
[13:37:56] <SB-X> curves or bends in the snake body
[13:38:01] <SB-X> *
[13:38:32] <SB-X> do you morph parts of the body into turns in a second pass?
[13:41:02] <Yuv422> it's a one pass operation at the moment
[13:41:07] <Yuv422> with no new bends
[13:41:42] <Yuv422> I'm just working out how best to handle the tail
[13:42:07] <Yuv422> I might grab the frame_n's from the last two objs
[13:42:17] <Yuv422> and work out the new frame_n from that
[13:42:55] <Yuv422> I transform the first obj with a lookup table
[13:42:57] <SB-X> do you really need both of them?
[13:43:10] <Yuv422> yes because you need direction
[13:43:25] <SB-X> it can only be vertical or horizontal
[13:43:38] <Yuv422> but it can be going left or right
[13:43:42] <Yuv422> or up or down
[13:43:55] <Yuv422> you can't tell by looking at one obj
[13:44:01] <SB-X> no, it's the last object so it just depends where it is relative to the previous obj
[13:44:42] <SB-X> if you check each object in order from the head
[13:45:13] <Yuv422> yeah I think you're right
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[13:46:47] <SB-X> I hope so. The tail shouldn't be too complicated. :) But how do you know it's the tail? Does the head have a quantity?
[13:47:09] <SB-X> i guess checking previous two objects would be just as simple actually
[13:48:19] <SB-X> you probably can't just add the tail but have to move it
[13:48:20] <Yuv422> you still need their frame_n though
[13:48:52] <SB-X> But how do you know it's the tail? Does the head have a quantity?
[13:49:16] <Yuv422> obj = tail if frame_n < 8
[13:49:36] <SB-X> i mean before you add it
[13:50:08] <Yuv422> ?
[13:50:09] <SB-X> not when moving it
[13:50:17] <Yuv422> when making a new snake?
[13:50:25] <SB-X> yeah
[13:50:31] <SB-X> or when moving it if you delete and re-add the tail :)
[13:50:39] <Yuv422> I'm not making new snakes properly at the moment
[13:50:48] <SB-X> ah k
[13:50:49] <SB-X> hehe
[13:50:52] <SB-X> np
[13:50:56] <Yuv422> they are all 2 tiles big
[13:51:02] <Yuv422> head and tial
[13:51:04] <Yuv422> tail
[13:53:47] <SB-X> origin never got around to implementing broken objects
[13:53:59] <SB-X> that would've been interesting
[14:09:38] * Yuv422 chases his tail
[14:09:49] <Yuv422> yay
[14:10:05] <Yuv422> I have a tail lookup table
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[14:16:02] <Yuv422> hmm processing objects from head to tail makes the snake loop under itself
[14:16:12] <Yuv422> when it crosses
[14:16:56] <Yuv422> unless I add back to the map in reverse order
[14:21:24] <Yuv422> that's better
[14:21:33] <Yuv422> the snake crosses over itself now
[14:25:30] <SB-X> great
[14:25:31] <SB-X> i forgot about that
[14:36:56] <Yuv422> hmm if I restrict diagonal movement in check_move the snakes have trouble pathfinding
[14:37:03] <Yuv422> they can't turn around
[14:37:58] <Yuv422> probably because the tile is blocked
[14:39:38] <SB-X> ok
[14:39:59] <SB-X> that should be fixed in the pathfinder don't allow diagonal movement just because of that :)
[14:40:20] <SB-X> although it probably wouldn't look too bad
[14:44:09] <Yuv422> I'm going to bed now
[14:44:40] <Yuv422> I'll fix the direction, movement and new snake issues tomorrow
[14:45:05] <Yuv422> cya
[14:45:59] <SB-X> cya
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