#nuvie@irc.freenode.net logs for 24 Jun 2012 (GMT)

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[00:15:10] --> Kirben has joined #nuvie
[00:15:50] <TheCycoONE> so there is documentation to read? :)
[00:16:01] <Yuv422> there is. :-)
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[00:29:40] <malignantmanor> You'd think they'd be able to keep the online installer more up to date. 275 updates
[00:30:01] <Yuv422> that's a lot of updates
[00:30:30] <malignantmanor> I'm actually using xfce atm
[00:30:43] <Yuv422> :)
[00:30:49] <malignantmanor> classic gnome no effects seemed slow
[00:31:39] <malignantmanor> but the systems monitor always was terrible
[00:32:24] <malignantmanor> If hulu would actually load, I would be able to see if I a decent frame rate.
[00:32:29] <Yuv422> I have a mythtv box running linux
[00:32:39] <Yuv422> and I use ratpoison as the wm
[00:32:44] <Yuv422> as it is very lightweight
[00:32:54] <malignantmanor> Latest Flash update is not good on Windows.
[00:33:38] <malignantmanor> It even stutters audio when scrolling on a different window when it only needs to play audio and buffer
[00:33:55] <malignantmanor> It's also slower when in focus.
[00:35:12] <Yuv422> are you using firefox?
[00:35:28] <malignantmanor> Yeah
[00:35:33] <Yuv422> I had flash issues with firefox on os x when I had adblock+ installed
[00:35:47] <malignantmanor> I just use no script
[00:40:32] <malignantmanor> no mouse support?
[00:43:30] <Yuv422> ?
[00:45:22] <malignantmanor> in Ratpoison. site was talking about using keystrokes to control the window system
[00:45:47] <Yuv422> yeah they are more like panels than windows
[00:46:01] <Yuv422> you get a mouse inside the panels
[00:46:52] <malignantmanor> This download manager is crap. It keeps eating up 100% cpu and is overheating my system.
[01:03:29] <Yuv422> :(
[01:07:21] <TheCycoONE> I use aria2c
[01:12:10] <Yuv422> I have a nas that has a download manager
[01:12:16] <Yuv422> I use that for long running downloads
[01:15:07] <Yuv422> ok I'm putting in a check for the datadir
[01:24:28] <CIA-5> nuvie: 03efry * r1353 10/nuvie/trunk/ (8 files in 5 dirs):
[01:24:28] <CIA-5> nuvie: * Add check for datadir on startup.
[01:24:28] <CIA-5> nuvie: * Fixed bug "Animated items disappear when killed" [3537287]
[01:24:28] <CIA-5> nuvie: * Added void stringToLower(std::string &str) to u6misc
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[01:27:28] <Malignant_Manor> After about 40 minutes of not even being able to chat in irc, I just held the power button down and booted Windows.
[01:27:47] <Yuv422> ouch
[01:28:28] <Malignant_Manor> Ubuntu wasn't bad when I tired it last.
[01:29:46] <TheCycoONE> I use arch personally
[01:32:38] <Malignant_Manor> I screwed up on the faq
[01:32:55] <Malignant_Manor> I didn't preview it first
[01:34:05] <Malignant_Manor> I had taken a look at spellbook targeting. I have a fix.
[01:34:24] <Malignant_Manor> There is still missing functionality compared to the original engine. https://sourceforge.net/tracker/?func=detail&aid=3537049&group_id=76419&atid=547063
[01:35:00] <Yuv422> does it play nice with the new spellbook?
[01:35:23] <Malignant_Manor> Clicking some areas canceled spell casting. Clicking the map view causes the checked spell to be casted at the area.
[01:35:38] <Malignant_Manor> You used the same code for the new spellbook?
[01:35:53] <Malignant_Manor> I thought it was a different setup.
[01:36:34] <Yuv422> the new spellbook overrides the old class
[01:36:40] <CIA-5> nuvie: 03Kirben * r1354 10/nuvie/trunk/nuvie.h: Fix compilation of nuvie.
[01:37:27] <Malignant_Manor> I didn't try it with the new spellbook.
[01:39:16] <Malignant_Manor> Targeting is off with the new spellbook. I'll check if it is that way without my changes.
[01:40:51] <Malignant_Manor> New spellbook targeting is off without my patch.
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[01:42:53] <Malignant_Manor> The target is one pixel lower than the cursor
[01:44:03] <Malignant_Manor> I haven't checked the x axis
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[01:45:40] <Malignant_Manor> Targeting seems too high at the top by 2 or so.
[01:47:17] <Malignant_Manor> The center could go 1 farther out to the right.
[01:48:00] <Malignant_Manor> The right side could extend 2 farther out.
[01:50:43] <Yuv422> ah k
[01:50:56] <Yuv422> do they share the same mouse code?
[01:50:59] <Malignant_Manor> If you can even understand what I mean.
[01:51:02] <Yuv422> or did I override it?
[01:51:12] <Malignant_Manor> different
[01:52:19] <Malignant_Manor> I'll should be able to make a patch for that.
[01:52:45] <Malignant_Manor> I'm not sure if you like me getting rid of the offsets.
[01:57:36] <Yuv422> I had the offsets in to adjust for the crosshair
[01:57:41] <Yuv422> IIRC
[01:57:52] <Malignant_Manor> That's what it says.
[01:58:20] <Malignant_Manor> I saw no need in the original. The gump likely needs it.
[01:58:36] <Yuv422> I'll have a look
[01:58:51] <Yuv422> I'm just working on spitting out a horse when a rider dies ;-)
[01:59:00] <Malignant_Manor> Original tested okay.
[02:01:17] <Yuv422> hehe I found another horse bug
[02:01:51] <Yuv422> if you break off combat the party member reverts back to a non horsed type
[02:01:59] <Yuv422> and a horse bum is left on the map
[02:05:11] <Malignant_Manor> Nuvie really needs output text in fullscreen_map
[02:05:21] <Malignant_Manor> I think I have the fix.
[02:13:09] <Malignant_Manor> It isn't playing nice with the bottom one.
[02:14:16] <Malignant_Manor> Oops was changing the wrong one.
[02:24:08] <Malignant_Manor> Oops was changing the wrong one.
[02:24:18] <Yuv422> :)
[02:24:25] <Malignant_Manor> that's not the compiler
[02:27:24] <Yuv422> ok dead actors create a horse now
[02:28:29] <Malignant_Manor> Does horse targeting work?
[02:28:38] <Yuv422> attacking multi-tile actors is a problem not just for horses
[02:28:46] <Yuv422> I'll look at it too
[02:28:47] <Malignant_Manor> I'm not sure how that affects ai.
[02:28:57] <Malignant_Manor> It might be different alignment.
[02:29:43] <Yuv422> I'm just going to fix the avatar horse issue
[02:29:46] <Yuv422> first
[02:30:38] <Yuv422> the avatar never actually dies in nuvie
[02:30:42] <Yuv422> behind the scenes
[02:30:53] <Yuv422> so he/she needs different logic
[02:30:59] <Malignant_Manor> Yeah, intercepted at death.
[02:31:07] <Yuv422> yup
[02:31:16] <Malignant_Manor> I've seen spells continue to fire off at other party members
[02:31:35] <Malignant_Manor> after Avatar reaches the death point
[02:31:58] <Yuv422> might be related to mouse movement
[02:32:21] <Malignant_Manor> It was during the same multi-hit spell
[02:32:23] <Yuv422> or that the npcs finish their turn
[02:32:54] <Yuv422> ah yes multi-hit iterates though targeted actors
[02:36:29] <Malignant_Manor> Here's some better fullscreen_map settings.
[02:36:57] <Yuv422> cool thanks
[02:37:34] <Yuv422> should all actors dismount from their horses when the avatar dies?
[02:38:09] <Malignant_Manor> O don't remember.
[02:38:29] <Malignant_Manor> I'm not sure if it is a problem or not.
[02:40:36] <Malignant_Manor> They lose their horses
[02:41:15] <Yuv422> hmm some bugs in the original there
[02:41:17] <Malignant_Manor> It seems current turns finish out before Avatar dies.
[02:41:39] <Malignant_Manor> It paused for second attack of traitorous Dupre
[02:42:14] <Yuv422> when my horsed avatar died he was standing when the kal lor faded out to LB's castle in dosbox
[02:44:00] <Yuv422> I think I'll just dismount all party members on the avatar's death
[02:44:23] <Yuv422> you might see them all jump off their horses when the avatar dies though
[02:44:49] <Malignant_Manor> I would leave the Avatar on the ground.
[02:44:59] <Malignant_Manor> I see him standing too.
[02:45:22] <Yuv422> so de-horse avatar but leave party members horsed
[02:45:31] <Yuv422> until we fade out
[02:45:42] <Yuv422> then dehorse and teleport party back to LB's castle
[02:46:02] <Malignant_Manor> Could dehorse beforehand.
[02:46:17] <Yuv422> you might see that though
[02:46:20] <Malignant_Manor> Just make sure Avatar is on the ground and not standing.
[02:46:49] <Malignant_Manor> Then dehorse after fade if it shows.
[02:47:38] <Malignant_Manor> Most people probably won't die on a horse anyway.
[03:02:08] <Yuv422> ok now just the avatar gets dehorsed
[03:02:14] <Yuv422> then fade out
[03:02:25] <Yuv422> and fade in with everyone dismounted
[03:02:46] <Malignant_Manor> Should this be GUI_YUM or GUI_PASS? http://pastebin.com/Zx9XBeqm
[03:03:14] <Malignant_Manor> After that, then only casting code is needed.
[03:04:31] <Yuv422> have a look at the keyboard version of cancel
[03:04:39] <Yuv422> SDLK_ESCAPE
[03:05:27] <Malignant_Manor> That doesn't cancel the same way. Pass does and is GUI_PASS
[03:05:27] <Yuv422> cancelling on the spell view is a bit of a kludge because of the relationship with the Magic class
[03:05:47] <Malignant_Manor> ESC loses spell focus
[03:07:02] <Yuv422> what are you trying to accomplish?
[03:07:09] <Yuv422> cancelling the cast mode?
[03:07:16] <Malignant_Manor> Yeah
[03:07:27] <Yuv422> ah k
[03:07:28] <Malignant_Manor> Like the original does
[03:07:42] <Yuv422> I think you might still need the event_mode check
[03:08:04] <Malignant_Manor> Pass doesn't have one
[03:08:28] <Yuv422> I'm trying to remember the difference
[03:08:35] <Malignant_Manor> This would be a different event.
[03:08:42] <Malignant_Manor> INPUT probably
[03:08:58] <Yuv422> that's right
[03:09:07] <Yuv422> it was to handle the enchant spell
[03:09:28] <Malignant_Manor> That's why I manually had to set it to CAST_MODE
[03:09:39] <Yuv422> because casting the enchant spell requires that you then select a spell to use on the enchantment
[03:10:40] <Yuv422> :)
[03:12:22] <Yuv422> not sure how we will handle enchant in the new spellbook
[03:15:32] <Malignant_Manor> When casting a spell and no event mode, you simulated a global key down event
[03:15:49] <Malignant_Manor> When clicking on a spell, I mean
[03:16:19] <Yuv422> yeah I did that because the Magic object is actually driving the spell casting
[03:16:36] <Yuv422> and it is looking for key events
[03:16:53] <Yuv422> really all the spell input logic should be in the spellview
[03:17:16] <Yuv422> the magic class is currently used to allow keyboard spell casting
[03:17:49] <Yuv422> and printing the magic syllables to the scroll
[03:18:53] <Malignant_Manor> I need it to select use the current spell and cast it at the clicked location.
[03:19:10] <Malignant_Manor> For the next part
[03:32:43] <Yuv422> damn horses
[03:32:53] <Yuv422> I've got to fix sleep too
[03:33:16] <Yuv422> if an actor falls asleep then need to fall off their horse
[03:33:25] <Malignant_Manor> Wait on commiting Sleepview,ccp for a bit.
[03:33:35] <Yuv422> ok
[03:33:59] <Malignant_Manor> I messed up some values for the casting in game window.
[03:34:26] <Malignant_Manor> Is there a way to simulate a mouseclick?
[03:35:18] <Yuv422> you could call mousedown/up on the target widget directly
[03:57:08] <Malignant_Manor> Lovely, of course targeting is done in Lua.
[03:59:07] <Malignant_Manor> I would have to edit every single spell that takes a target.
[04:01:02] <Malignant_Manor> 60 or so functions to edit just to do this.
[04:01:40] <Yuv422> the targetting boils down to get_target()
[04:01:43] <Yuv422> in magic.lua
[04:02:05] <Malignant_Manor> Each spell calls for its own target.
[04:03:05] <Malignant_Manor> A parameter would be needed to either say that the current mouse location is used or 3 for the current mouse location.
[04:03:54] <Malignant_Manor> And I couldn't simulate the enter key anymore for the spell.
[04:04:34] <Malignant_Manor> That's my understanding anyway.
[04:04:52] <Yuv422> I'm not sure what you are trying to do.
[04:05:03] <Yuv422> is there a problem with targeting with the mouse
[04:05:10] <Yuv422> or am I missing something?
[04:06:02] <Malignant_Manor> You are supposed to be able to press C and click somewhere on the map. Then the spell targets the clicked location.
[04:06:13] <Yuv422> oh
[04:06:29] <Yuv422> I see
[04:07:08] <Yuv422> yeah things aren't really setup for that kind of event sequence
[04:07:26] <Malignant_Manor> That's a lot changes to reduce one click (if I understand even part of what is needed).
[04:07:42] <Malignant_Manor> I can simulate the return key and add fixme for now.
[04:08:13] <Yuv422> sounds like a plan
[04:08:24] <Yuv422> maybe put a bug in the tracker
[04:08:33] <Yuv422> and I'll see if I can get it working
[04:08:39] <Malignant_Manor> I should be able to add scroll wheel to change spell selection.
[04:09:02] <Yuv422> how does scrollwheel present in SDL?
[04:09:18] <Yuv422> is it two mouse buttons?
[04:09:34] <Malignant_Manor> I'm not sure offhand. I know it can be used. Exult uses it.
[04:10:13] <Yuv422> scroll wheel would be good on the save/load dialog too
[04:10:23] <Malignant_Manor> Yeah
[04:13:20] <Yuv422> hehe I was searching through the actor.lua code looking for paralyse
[04:13:30] <Yuv422> I forgot I used the american spelling
[04:17:09] <Malignant_Manor> SDL_BUTTON_WHEELUP, SDL_BUTTON_WHEELDOWN
[04:17:21] <Yuv422> cool
[04:17:34] <Yuv422> that should be pretty easy to add then
[04:21:17] <Malignant_Manor> both are moving in the same direction
[04:21:27] <Malignant_Manor> when using mouse up
[04:22:54] <Malignant_Manor> I'm looking for Exult's code atm.
[04:27:37] <Malignant_Manor> They use it with mouse down
[04:29:12] <Yuv422> yeah I guess mouseup on a scrollwheel button doesn't make much sense
[04:36:43] <Malignant_Manor> It was stupidity on my part. If(button ==
[04:36:50] <Malignant_Manor> was forgotten
[04:37:48] <Yuv422> ah k
[04:38:26] <Malignant_Manor> It's working nicely.
[04:38:38] <Yuv422> :)
[04:45:54] <Yuv422> looks good
[04:46:31] <Yuv422> I just noticed that the buttons are consuming the scroll events
[04:47:01] <Yuv422> so you can't scroll the spell cursor while the mouse is over the buttons
[04:47:25] <Malignant_Manor> They are first and return
[04:47:34] <Yuv422> yeah
[04:47:41] <Yuv422> should be an easy fix
[04:48:04] <Malignant_Manor> I have no problem scrolling right on the spellbook.
[04:48:53] <Yuv422> try putting your mouse cursor over the blue buttons
[04:49:40] <Malignant_Manor> No problem here.
[04:50:01] <Malignant_Manor> You trying on the new spellbook that doesn't ignore them?
[04:50:17] <Yuv422> no on the original
[04:50:43] <Malignant_Manor> oh, I see it doesn't move
[04:51:20] <Malignant_Manor> trying GUI_PASS
[04:51:27] <Yuv422> I think I just need to allow the scroll events to pass through in the underlying button widget
[04:51:29] <Yuv422> yeah
[04:56:32] <Malignant_Manor> I don't know where that part of the code is offhand.
[04:58:06] <Malignant_Manor> Oh yeah, the page changing button is busted.
[04:58:21] <Malignant_Manor> https://sourceforge.net/tracker/?func=detail&aid=3537050&group_id=76419&atid=547063
[05:01:48] <Malignant_Manor> GUI_button.cpp specifically singles out buttons 1 and 2
[05:03:29] <Malignant_Manor> duh, since there is no pass
[05:06:25] <Malignant_Manor> Just in case you didn't already
[05:06:48] <Malignant_Manor> That worked fine.
[05:07:40] <Yuv422> thanks
[05:11:47] <Yuv422> I'm going to tackle the targeting horse behind issue now
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[11:56:32] <CIA-5> nuvie: 03efry * r1355 10/nuvie/trunk/ (17 files in 6 dirs): (log message trimmed)
[11:56:32] <CIA-5> nuvie: * Added new actor object status flag to objects that are owned by an actor
[11:56:32] <CIA-5> nuvie: eg. The back of a horse.
[11:56:32] <CIA-5> nuvie: * Changed ActorManager::get_actor() to search for actor objects as well as the
[11:56:32] <CIA-5> nuvie: actor themselves.
[11:56:32] <CIA-5> nuvie: * Don't revert to base obj_n for party members when witching out of combat mode.
[11:56:33] <CIA-5> nuvie: * Added Malignant Manor's patch for fixing mouse mode in the spellview. This fixes
[12:37:46] <CIA-5> nuvie: 03efry * r1356 10/nuvie/trunk/ (ChangeLog actors/ActorManager.cpp actors/ActorManager.h): * Fixed targeting on multi-tile actors. Winged Gargoyles and cyclops'
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[18:00:28] <TheCycoONE> Is journey onward in nuvie suppose to continue from the savegame from dosbox? It doesn't seem to (might be another case issue)?
[18:06:02] <TheCycoONE> nm, I had to delete the savegame directory when I switched gamedir to get it to load again. Makes sense
[18:07:08] <TheCycoONE> seg fault after a couple moves though.. I'll see if I can produce in gdb
[18:07:33] <TheCycoONE> yep
[18:09:08] <TheCycoONE> http://pastebin.com/WpuKkvea
[18:09:59] <TheCycoONE> always reproduceable from this game by walking to the same spot. If the stacktrace isn't enough let me know what else you need
[18:29:19] <TheCycoONE> it's related to the doorway, the game loads in a small room with a door at the top to the rest of the building and a door at the bottom - both doors are open. Entering either doorway results in the same crash with the same arguments passed
[18:31:22] <TheCycoONE> disregard, happens regardless after moving a few tiles
[18:31:35] <TheCycoONE> any direction, or just back and forth
[20:47:07] <TheCycoONE> Uploaded the save game here: http://www.2shared.com/file/6J6Mb9kq/nuvieU6001.html
[20:48:04] <TheCycoONE> (if there's a better spot to put these in the future, I'm open to it.
[21:04:42] <Dominus> you could use the nuvie bug tracker
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[22:14:52] <Yuv422> TheCycoONE: I found your crash
[22:15:06] <Yuv422> I was trying to update actor 256
[22:15:14] <Yuv422> which doesn't exist
[22:15:51] <Yuv422> not sure why this hasn't been a problem before
[22:18:51] <Malignant_Manor> You didn't apply the SpellViewGump.cpp patch yesterday.
[22:19:08] <Yuv422> Ah yes, whoops
[22:19:25] <Malignant_Manor> I have a patch for the original spellbook
[22:19:47] <Malignant_Manor> I still have no idea what is hiding the back button when it first loads.
[22:20:24] <Malignant_Manor> I have a fix but it is in the loop. It doesn't seem to take up noticeable cpu power.
[22:20:42] <Malignant_Manor> It's just really annoying not knowing what is going on.
[22:21:13] <Yuv422> the main game loop?
[22:21:25] <Malignant_Manor> Spellbook loop
[22:23:50] <Malignant_Manor> new_ui_mode line isn't even used by the new spellbook
[22:24:19] <Malignant_Manor> I think the whole variable is unused.
[22:24:54] <TheCycoONE> hi
[22:25:16] <Malignant_Manor> View.ccp and View.h and it is unused
[22:25:28] <Malignant_Manor> Hi
[22:25:49] <TheCycoONE> I could use the nuvie bug tracker? last time I tried it said I couldn't because I wasn't a member - maybe I was in the wrong spot.
[22:26:02] <Malignant_Manor> Need to login probably
[22:26:14] <Malignant_Manor> Sourceforge has had huge spam issues
[22:26:17] <Yuv422> yeah you just need to be a sf.net user
[22:27:10] <TheCycoONE> ah, ok no problem. I can do that in the future
[22:27:18] <Malignant_Manor> They even had tons of fake projects since they were too stupid to protect even project creation.
[22:28:38] <Yuv422> brb
[22:29:01] <Malignant_Manor> I went to the trouble of putting in data for SE but then realized it needed the obj number and not the tile number.
[22:30:08] <Malignant_Manor> Oh, that patch also allows page scrolling with up, down, or scroll wheel when it reaches the bottom or top of the page.
[22:47:54] <Yuv422> cool
[22:48:43] <Malignant_Manor> Too bad I see nothing that will give me the oject number directly besides a list of items 1-100
[22:48:59] <Malignant_Manor> Plus a few I cheated in.
[22:49:34] <Yuv422> are you looking for a list of object numbers for SE?
[22:49:48] <Malignant_Manor> Yeah
[22:50:19] <Malignant_Manor> I only have unfinished list and I see no object viewer that works with SE.
[22:50:35] <Malignant_Manor> U6 edit won't work.
[22:50:44] <Yuv422> I hacked up a routine that printed them all out by looking at each object number in nuvie
[22:50:45] <Malignant_Manor> pu6e only shows tiles.
[22:50:53] <Yuv422> then just saved it to a text file
[22:51:05] <Malignant_Manor> The look text?
[22:52:02] <Yuv422> ObjManager::get_obj_name(uint16 obj_n)
[22:53:17] <Yuv422> if you end up making a list I'll stick it into the nuvie docs :-)
[22:53:52] <Malignant_Manor> I'd have to import the items in first.
[22:54:25] <Malignant_Manor> That would give me the number anyway.
[22:54:57] <Yuv422> yeah just load se in nuvie
[22:55:27] <Yuv422> and at the end of the gameload just iterate over all the object numbers and you'll have a nice list of objects
[22:56:16] <CIA-5> nuvie: 03efry * r1357 10/nuvie/trunk/data/scripts/u6/ (4 files in 3 dirs):
[22:56:16] <CIA-5> nuvie: * Fixed bug with actor scripts where we were trying to index actor 256
[22:56:16] <CIA-5> nuvie: which doesn't exist.
[22:56:38] <CIA-5> nuvie: 03efry * r1358 10/nuvie/trunk/ChangeLog: Forgot changelog
[23:01:45] <Yuv422> TheCycoONE: r1357 should fix your crash
[23:01:55] <Yuv422> I've got to go now
[23:02:25] <Yuv422> Malignant_Manor: I'll commit your spell patch later today. :)
[23:02:35] <Yuv422> cya
[23:02:37] <Malignant_Manor> I just wish the was an automated way.
[23:02:44] <Malignant_Manor> bye
[23:02:55] <Yuv422> hehe you're breaking new ground there. ;-)
[23:03:01] <Malignant_Manor> No
[23:03:23] <Malignant_Manor> There was already a way to do it with U6edit for U6
[23:03:43] <Malignant_Manor> And pu6e knows the obj number
[23:04:09] <Malignant_Manor> It could easily separate it in a separate viewer.
[23:05:41] <Malignant_Manor> Nvm it is giving the hex number
[23:05:47] <Malignant_Manor> of the tile
[23:08:04] <Yuv422> http://pastebin.com/7SFncgKz
[23:08:37] <Yuv422> ok really going now
[23:08:39] <Malignant_Manor> Nice thanks
[23:08:52] <Yuv422> that's object numbers
[23:08:55] <Yuv422> not tile numbers
[23:09:05] <Yuv422> I can make another tilenumber list later
[23:09:07] <Yuv422> cya
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