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

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[02:57:43] <Yuv422> hey SB-X
[02:58:08] <SB-X> hey Yuv422
[02:58:11] <SB-X> how's it going?
[02:58:16] <Yuv422> good
[02:58:23] <Yuv422> It's very windy here today
[02:58:30] <Yuv422> how about yourself?
[02:58:46] <SB-X> er, same as yesterday :)
[02:58:56] <SB-X> im ok, no allergies here
[02:59:06] <Yuv422> I added create food spell last night
[02:59:22] <SB-X> cool
[02:59:25] <Yuv422> and movetomap, movetoinv
[02:59:38] <Yuv422> I need to do more work on moving from other places
[02:59:49] <SB-X> "In Mani Ylem!"
[02:59:50] <Yuv422> at the moment you can only move from lua to map or inv
[02:59:53] <SB-X> "You got peanuts."
[03:00:10] <Yuv422> hehe u6 only dishes up meat
[03:00:19] <SB-X> aww
[03:00:20] <Yuv422> not evil fire nuts
[03:00:26] <SB-X> that's ok then
[03:00:29] <SB-X> lol
[03:00:32] <Yuv422> it tastes like burning!
[03:00:42] <SB-X> lol!
[03:00:46] <SB-X> haha
[03:01:09] <Yuv422> I've had to go back to Obj.moveToMap(obj)
[03:01:16] <Yuv422> for those methods
[03:01:21] <SB-X> nice Simpsons reference ;)
[03:01:28] <SB-X> hmm
[03:01:34] <SB-X> why?
[03:01:36] <Yuv422> because I can't get them to work with my other obj.x stuff
[03:01:38] <SB-X> i dont mind myself
[03:01:42] <SB-X> ok
[03:01:43] <Yuv422> hehe
[03:01:53] <SB-X> is there a problem with movetocontainer?
[03:01:54] <Yuv422> I might try to fix it later
[03:01:55] <SB-X> or movetoobj
[03:02:08] <Yuv422> I haven't started move to container yet
[03:02:14] <Yuv422> it is going to be a bit tricky
[03:02:15] <SB-X> ah k
[03:02:28] <SB-X> why?
[03:02:28] <Yuv422> I might try to move some of the logic into objmanager
[03:02:40] <Yuv422> so we can use it in the engine
[03:02:52] <Yuv422> due to the gc in lua
[03:03:17] <Yuv422> and scripts obtaining references to objects in a container then deleting the container
[03:03:29] <SB-X> luteijn added an obj_add_obj, so all we need is obj_remove_obj or something similiar
[03:03:50] <Yuv422> righto
[03:03:53] <SB-X> maybe I already added the function locally and don't remember, can't check right now
[03:04:54] <SB-X> the object management system for scripts sounds complicated
[03:05:01] <Yuv422> do you think we need the new obj movement system in the engine?
[03:05:13] <Yuv422> eg movetomap might remove the object from an inventory
[03:05:22] <Yuv422> unreading it in the process
[03:05:23] <Yuv422> etc
[03:05:25] <Yuv422> ?
[03:05:48] <SB-X> yes, that's what I said yesterday :)
[03:06:19] <SB-X> in nuvie we can create an overloaded function with the same name, of course
[03:06:54] <SB-X> well, I'm not sure we NEED it to answer your question, but I've wanted functions like that for a while
[03:07:34] <SB-X> can't imagine changing anything to use them yet
[03:07:52] <Yuv422> well we can use them for the scripting at least
[03:07:55] <Yuv422> :-)
[03:08:57] <SB-X> good point
[03:09:43] <SB-X> have you thought about just dealing with object references or copies somehow in scripts?
[03:10:10] <Yuv422> I use references to all engine objects
[03:10:12] <SB-X> and not worry about converting between types handled by lua or not
[03:10:24] <Yuv422> and copies for all lua only objs
[03:10:49] <SB-X> ok
[03:10:49] <Yuv422> to move an obj from lua to the engine I make an obj copy and load that into the engine
[03:11:01] <Yuv422> I then use the ref in lua
[03:37:23] <Yuv422> how should we deal with moving an object already on the map?
[03:38:21] <Yuv422> we should we try to move it as soon as the script author changes x,y or z?
[03:38:35] <Yuv422> should they issue another call to moveToMap()
[03:38:48] <Yuv422> or maybe update map?
[03:39:35] <Yuv422> Obj.updateMapPos()
[04:16:11] <SB-X> i was afk
[04:16:24] <Yuv422> np :)
[04:16:55] <SB-X> updateMapPos can be an alias for moveToMap
[04:17:11] <Yuv422> yeah
[04:17:11] <SB-X> or just updatePos
[04:17:45] <SB-X> hmm, new firefox version
[04:18:02] <Yuv422> stable?
[04:18:58] <SB-X> yeah, it updated automatically
[04:19:12] <SB-X> firefox did, and requested to be restarted
[04:19:35] <Yuv422> can you turn that feature off?
[04:21:29] <SB-X> Yes. Tools->Options, Advanced, Update tab. There is a checkbox to turn off checking for updates, or to prompt you before downloading and installing new updates.
[04:23:48] <Yuv422> #define OBJ_LOC_MAP 1
[04:23:49] <Yuv422> #define OBJ_LOC_CONT 2
[04:23:49] <Yuv422> #define OBJ_LOC_INV 4
[04:23:49] <Yuv422> #define OBJ_LOC_INV_READIED 12
[04:24:13] <Yuv422> obj.get_loc()
[04:24:40] <Yuv422> a quick way to tell where an object is in the engine
[04:33:10] <SB-X> is that supposed to be a bitflag?
[04:33:46] <SB-X> you don't need to use it that way, why not just make it 0, 1, 2, 3?
[04:34:10] <SB-X> OBJ_LOC_INV_READIED can be changed to OBJ_LOC_INV_READIED because that implies it's in inventory
[04:34:42] <Yuv422> a readied object is also in your inventory
[04:35:38] <SB-X> but that's implied... those are two different positions
[04:36:11] <Yuv422> ok I get you
[04:36:13] <SB-X> my point is you will never need to use them as bitflags in scripts
[04:36:15] <Yuv422> 2 and 3
[04:36:23] <Yuv422> are both inventories
[04:36:30] <Yuv422> 10 and 11
[04:37:12] <SB-X> yes but position isnt indicated by bitflags :)
[04:37:23] <SB-X> it just happens to be stored in status, and in this case you arent even using obj status
[04:38:05] <Yuv422> I just wanted the ability to see if an object was in an inventory
[04:38:20] <SB-X> ok
[04:38:21] <Yuv422> regardless of whether it was readied
[04:39:10] <SB-X> then you could just check both
[04:39:46] <SB-X> obj.get_loc() == OBJ_LOC_INV OR obj.get_loc() == OBJ_LOC_READIED
[04:40:42] <Yuv422> I just need to check one with my system
[04:40:59] <Yuv422> well check the bit
[04:41:10] <Yuv422> but I guess your version is more readable. ;-)
[04:41:14] <SB-X> we're moving away from the behavior of masking the status bits together in nuvie :)
[04:41:25] <Yuv422> yeah
[04:41:55] <SB-X> luteijn changed that in several places, so I didn't think we'd start adding it again, and to scripts
[04:42:25] <Yuv422> this is in objmanager
[04:42:37] <SB-X> i'm speaking of the container and inv bits of course, not inv and readied :)
[04:42:54] <SB-X> i missed that you had OBJ_LOC_CONT listed above too
[04:43:08] <SB-X> i thought you were talking about in lua
[04:43:21] <Yuv422> hehe nah this is objmanager now
[04:43:27] <Yuv422> sorry about the confusion
[04:43:50] <SB-X> you can still mask the status flags together if you really want to! why did you need to add new macros?
[04:44:11] <SB-X> there are even already defines for OBJ_POS_*
[04:44:41] <SB-X> it might be shifted to fit the position flags in obj status though
[04:44:46] <Yuv422> this brings it all into one call
[04:44:58] <Yuv422> then I can process it in a switch
[04:45:21] <Yuv422> case OBJ_LOC_CONT : do something; break
[04:45:22] <Yuv422> etc
[04:45:30] <SB-X> I don't have the code in front of me now so I'll take your word on it.
[04:45:41] <Yuv422> for the unified moveto system
[04:45:53] <SB-X> can't look at it yet, I'll work on nuvie later today
[04:46:01] <SB-X> cool
[04:46:07] <SB-X> did you add obj_remove_obj yet
[04:46:18] <Yuv422> not yet
[04:46:27] <Yuv422> I'm working around that area now
[04:46:34] <Yuv422> so it should be in soon
[04:46:57] <SB-X> cool
[04:47:14] <SB-X> ok
[04:47:21] <Yuv422> It's all going into my script branch
[04:47:29] <Yuv422> so it won't cause too much trouble
[04:47:30] <Yuv422> ;-)
[04:49:40] <SB-X> here is a discussion about music in u6
[04:49:41] <SB-X> http://www.projectbritannia.com/index.php?option=com_smf&Itemid=28&topic=70.0
[04:49:59] <SB-X> they didn't like the music
[04:50:09] * Yuv422 looks
[04:50:25] <SB-X> well some of them, but not the ones who determine what goes into the U6 remake
[04:50:41] <SB-X> the people who make that decision
[04:51:08] <SB-X> somebody later responds that they did though
[04:51:24] <Yuv422> I think the u6 ingame music can be a little grating at times
[04:51:43] <Yuv422> the other tunes are nice though
[04:52:06] <SB-X> i wonder if they only heard the adlib/fmopl versions (though they are clearly talking about the music, not how it's played)
[04:52:12] <SB-X> i like the character creation music
[04:52:20] <SB-X> snes u6 uses that for the inventory screen
[04:54:09] <Yuv422> rule britannia (in)
[04:54:19] <Yuv422> I didn't like that one
[04:56:21] <SB-X> hehe
[04:56:32] <SB-X> i find that annoying in every game
[05:08:52] <Yuv422> the unions in the CombatType struct are causing loads of compiler warnings for me
[05:10:35] <Yuv422> uint8 get_engine_loc()
[05:10:35] <Yuv422> {
[05:10:36] <Yuv422> if(is_on_map()) return OBJ_LOC_MAP;
[05:10:36] <Yuv422> if(is_in_container_new()) return OBJ_LOC_CONT;
[05:10:36] <Yuv422> if(is_readied()) return OBJ_LOC_INV_READIED;
[05:10:36] <Yuv422> if(is_in_inventory()) return OBJ_LOC_INV;
[05:10:38] <Yuv422> return OBJ_LOC_NONE;
[05:10:40] <Yuv422> }
[05:12:49] <SB-X> is that what causes it? i've gotten lots of warnings from U6ActorTypes.h
[05:13:24] <Yuv422> I think that must be the cause
[05:13:29] <SB-X> you should use in_inventory_new
[05:13:38] <Yuv422> righto
[05:14:24] <SB-X> hmm
[05:14:37] <SB-X> it will never return OBJ_LOC_NONE except on new objects
[05:14:40] <SB-X> is that correct?
[05:14:46] <Yuv422> yes
[05:14:52] <SB-X> ok
[05:24:19] <Yuv422> mind if I make parent_obj void *parent
[05:24:53] <Yuv422> then we can add inventory lists as a parent for objects in an inventory'
[05:28:35] <Yuv422> hmm that might make things a bit messy
[05:43:21] <SB-X> yeah, it might
[06:15:42] <Yuv422> hmm I think we need to modify the logic we use to match containers at load
[06:16:10] <Yuv422> the original uses uint16 for parent location
[06:16:22] <Yuv422> but I'm only using uint11
[06:46:38] <SB-X> hmm, I found that I have a giant map of u6 level 0
[06:46:53] <SB-X> 1:1 scale
[06:47:00] <SB-X> i dont remember where I got that
[06:47:04] <Yuv422> cool
[06:47:12] <Yuv422> from ian albert's map page?
[06:47:18] <SB-X> didn't know I had one of those until now :)
[06:47:27] <SB-X> yes now that you mention it, thats probably where it's from
[06:47:28] <SB-X> thanks
[06:47:44] <SB-X> i remember looking at the map page now
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[07:23:34] <SB-X> Yuv422: wb
[07:23:40] <Yuv422> ty
[07:23:55] <Yuv422> I turned off my music and my machine went to sleep
[07:25:27] <SB-X> hehe
[07:27:35] <SB-X> are you on a laptop?
[07:29:48] <Yuv422> no desktop
[07:30:33] <SB-X> hmm
[07:30:38] <SB-X> why does your machine go to sleep? :)
[07:31:54] <Yuv422> It's just a power management setting
[07:32:00] <Yuv422> I could turn it off
[07:32:06] <Yuv422> but it is handy
[07:32:08] <Yuv422> at times
[07:32:40] <SB-X> ah k
[07:33:21] <SB-X> in case you fall asleep and want to turn the pc off? ;)
[07:34:02] <Yuv422> hehe yeah that would work well.
[07:35:08] <SB-X> for some unknown reason all of my start menu shortcuts have been deleted or moved
[07:35:22] <Yuv422> Ouch!
[07:41:25] <SB-X> strangely it was just program groups that installers created, and only those on the second column of the start menu
[07:41:31] <SB-X> of the all programs menu
[07:41:33] * SB-X shrugs.
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[07:57:31] <SB-X> Yuv422: wb
[07:57:50] <Yuv422> hehe that was a wireless issue
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[10:44:59] <SB-X> Yuv422: wb
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[11:02:44] <SB-X> Yuv422: wb
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[11:20:12] <SB-X> Yuv422: wb
[11:28:12] <Yuv422> ty
[11:28:18] <Yuv422> I was afk
[11:28:30] <Yuv422> watching a doco on the X-prize
[11:29:02] <SB-X> hehe, I was wondering when you'd notice you were reconnecting :)
[11:32:31] <SB-X> irc problems?
[11:32:52] <Yuv422> not too sure
[11:33:07] <Yuv422> probably problems with my wireless router
[11:33:34] <Yuv422> my irc has been a lot better recently. Touch wood.
[11:33:45] <SB-X> oh i see
[11:33:45] <SB-X> cool
[11:34:48] <SB-X> did you do anything to fix it?
[11:34:58] <Yuv422> I've been tinkering with the container logic in nuvie
[11:35:07] <Yuv422> and I get different savegames now
[11:35:15] <Yuv422> I've got a new router
[11:35:20] <SB-X> oh yeah
[11:35:23] <SB-X> cool
[11:35:26] <Yuv422> that might have something to do with it
[11:35:32] <SB-X> yeah
[11:37:33] <SB-X> do we have version'd savegames?
[11:37:43] <Yuv422> yes
[11:37:54] <SB-X> oh, good
[11:37:58] <SB-X> why would savegames be different?
[11:38:10] <Yuv422> I think I'm doing something wrong with the container logic
[11:38:56] <SB-X> oh I thought you were changing the savegame format :)
[11:39:06] <Yuv422> nope not intentionally ;-)
[11:48:27] <Yuv422> ok it's not working correctly
[11:49:03] <Yuv422> it's putting a dragon into a giant rat. ;-)
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[11:53:29] <Yuv422> now my wireless locks up
[11:53:37] <Yuv422> and I have to stop and start it
[11:53:46] * Yuv422 shakes his head
[11:53:57] <Yuv422> why can't these things just work
[12:00:38] <SB-X> :\
[12:38:32] <Yuv422> ok I've fixed the container prob
[12:38:47] <Yuv422> my bit ops were wrong
[12:40:02] <Yuv422> with the old system you couldn't have a container past 2047th obj
[12:41:08] <Yuv422> because we only had an 11 bit number for the parent objblk_n position
[12:41:15] <Yuv422> we are now using 16bits
[12:43:03] <Yuv422> I wonder what the top 4bits in y do for containerised objects
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[12:43:37] <Yuv422> :(
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[14:32:05] <SB-X> :/
[14:32:12] <SB-X> :(
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[14:34:51] <sbx> now I'm the one with connection problems... I didn't even realize it had disconnected until now
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