#nuvie@irc.freenode.net logs for 25 Apr 2005 (GMT)

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[02:14:55] <servus> That #css channel is awful
[02:14:58] <servus> Bunch of brats.
[05:58:04] --> Yuv422 has joined #nuvie
[05:58:12] <Yuv422> hi
[05:58:38] <servus> Yo.
[05:58:55] <Yuv422> hey servus
[05:59:03] <Yuv422> how's things?
[05:59:24] <servus> Good. Great! Fabulous!! Fantastico!
[05:59:52] <Yuv422> that's good to hear. :)
[06:00:30] <servus> Yep yep. How's Nuvie? Has the lighting code broken yet? : o)
[06:00:45] <Yuv422> hehe nuvie is good
[06:00:51] <Yuv422> lighting code is working well too
[06:03:29] <Yuv422> I'm trying to get into the mood to work on combat some more
[06:03:54] <servus> Me too, on my own project. : o)
[06:04:00] <servus> Gotta reimplement physics for that, though.
[06:04:13] <Yuv422> your 3d engine?
[06:04:26] <servus> Yeppers
[06:07:32] <Yuv422> I get a lot of my motivation from users
[06:10:48] <servus> As in : ERIC PUT IN MY FEATURES NOWWWWWWWWWW OR I'LL HIT YOU ON THE HEAD WITH THIS FRYING PAN!!!
[06:10:49] <servus> *Ahem*
[06:10:52] <servus> Like that?
[06:11:46] <Yuv422> hehe yes something along those lines.
[06:15:54] <servus> Ooh neat!
[06:16:00] <servus> Say, can I borrow your frying pan?
[06:16:17] <Yuv422> sure
[06:16:45] * Yuv422 puts on a helmet
[06:16:47] * servus BONKS!
[06:22:19] * Yuv422 sees stars
[06:38:11] <servus> Yay!
[06:38:18] <servus> Now write those stars down, in C form!
[06:38:49] <Yuv422> \/**\/
[06:38:59] <Yuv422> /**//
[06:39:01] * servus grijnst
[06:39:06] <Yuv422> hmm
[06:39:22] <Yuv422> /**/
[06:39:28] <Yuv422> that's better
[06:41:03] <servus> Yiff!
[08:31:54] <Yuv422> building nuvie with apple XCode produces 70Meg of object files
[08:32:49] <servus> Sounds like Visual C++ 7 (.NET)
[08:33:10] <Yuv422> yeah
[08:33:24] <Yuv422> bbl
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[10:29:07] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
[10:29:07] --- Topic for #nuvie set by ChanServ at Sun Feb 15 05:09:00 2004
[10:29:19] <Yuv422> wb exultbot
[10:58:26] <sbx> hi
[10:58:35] --- sbx is now known as sbx|afk
[10:58:36] --- sbx|afk is now known as sbx
[10:58:43] <Yuv422> hi sbx
[10:58:55] <Yuv422> how's things?
[10:59:35] <sbx> OK
[10:59:45] <sbx> how about you?
[10:59:47] <sbx> finish combat?
[10:59:52] <Yuv422> yeah I'm good
[10:59:54] <Yuv422> hehe
[11:00:05] <Yuv422> I'm working with your pathfinder stuff at the moment. ;)
[11:00:12] <Yuv422> zpath. ;)
[11:01:08] <sbx> eek
[11:01:10] <sbx> alright
[11:01:19] <sbx> should just rewrite it
[11:01:27] <sbx> I can't even read it.
[11:01:46] <sbx> and I knew that when writing it... "eh, I'll just fix this later"
[11:02:01] <Yuv422> lstar is nice
[11:02:11] <Yuv422> it shouldn't be too hard to convert
[11:02:23] <Yuv422> to the new non moving actor model
[11:03:31] <sbx> Lpath? It's still got one very important unimplemented feature. Actors must take a wide route along roads to their destination, instead of shortest path.
[11:04:55] <Yuv422> ah k
[11:07:21] <Yuv422> walk path will return the next step instead of actually moving the actor
[11:08:09] <Yuv422> so if the actor dies while stepping on something we won't segfault by trying to use an actor from a pathfinder object
[11:08:23] <Yuv422> that's the theory anyway. :)
[11:08:52] <sbx> shouldnt the pathfinder be deleted then/
[11:09:10] <sbx> ?*
[11:09:12] <Yuv422> the actor only dies when moved
[11:09:25] <Yuv422> so the pathfinder would have returned by then
[11:09:46] <Yuv422> the problem arrises when the actor dies in the middle of a all to pathfinder
[11:09:56] <sbx> Oh right, deleting the pathfinder would be worse. :)
[11:10:03] <Yuv422> because we delete the actor once they have died
[11:10:07] <Yuv422> yeah. :)
[11:10:29] <sbx> And it wouldn't be good to have the check in pathfinder?
[11:10:51] <Yuv422> I think the pathfinder should just be for finding paths. :)
[11:10:57] <Yuv422> if possible
[11:13:37] <sbx> Alright. So it is still acceptable to have map/tile data for getting around things.
[11:13:55] <sbx> Avoiding poison, for example.
[11:14:05] <Yuv422> yes
[11:14:30] <sbx> I think that should just be in a party pathfinder.
[11:14:30] <Yuv422> we just don't move the actor at all in the pathfinder
[11:14:50] <sbx> ok
[11:15:09] <sbx> well
[11:15:14] <sbx> how do you tell pathfinder that you have moved?
[11:15:18] <sbx> what if you decide not to take that step?
[11:15:46] <sbx> does it just assume you are taking it?
[11:15:48] <sbx> if you get the next step
[11:16:14] <Yuv422> yes if the pathfinder gives you a step then you take it
[11:16:39] <Yuv422> we could have a ask for step confirm step taken logic if you prefer
[11:18:34] <sbx> no that's an extra change
[11:18:39] <sbx> not necessary yet
[11:20:43] <Yuv422> hmm
[11:20:55] <Yuv422> lstar is working with the new method
[11:21:08] <Yuv422> but the actor doesn't seem to change direction.
[11:21:36] <Yuv422> I have a face location
[11:21:48] * Yuv422 fires up the debugger
[11:25:01] <sbx> brb
[11:25:16] --- sbx is now known as sbx|afk
[11:27:06] <Yuv422> hehe silly mistake
[11:29:28] <Yuv422> ok that works for lstar now. :)
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[12:20:51] <Yuv422> hi trand
[12:21:57] <trand> hi Yuv422
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[12:25:24] <sbx> im back
[12:25:31] <Yuv422> wb sbx
[12:25:35] <sbx> ty
[12:25:43] <sbx> what was the mistake?
[12:25:56] * Yuv422 is looking at the new airbus a380
[12:26:14] <Yuv422> I hadn't removed the actor->move call
[12:26:30] <Yuv422> or assigned the next step into the new retuned_step MapCoord
[12:26:32] <Yuv422> hehe
[12:26:37] <Yuv422> pretty silly really
[12:26:52] <sbx> oh ok :)
[12:26:58] <sbx> does it look the same now?
[12:27:26] <sbx> the appearance of walking, I mean
[12:27:30] <sbx> and speed
[12:27:31] <Yuv422> yes
[12:29:19] <sbx> oh great
[12:29:28] <sbx> is airbus a380 the giant one? :)
[12:29:38] <Yuv422> yes
[12:30:10] <Yuv422> 800 passengers
[12:31:20] <sbx> i thought it was fewer passengers with high class accomodations
[12:31:52] <Yuv422> I'm sure all the airlines will run it at it's max capacity.
[12:32:12] <sbx> that's true
[12:32:25] <sbx> i think airlines here are going to go the opposite way with smaller jets (boeing 7e7)
[12:34:25] <trand> hi sbx
[12:42:29] <sbx> hi
[13:18:02] <Yuv422> does zstar move the actor multiple spaces from the one call to walk_path?
[13:19:31] <sbx> i think, it might
[13:19:44] <sbx> depends what number you pass for speed
[13:24:34] <Yuv422> ah
[13:24:56] <Yuv422> but wouldn't you want to breakout so you can see the actor take the two or more steps
[13:25:09] <Yuv422> not just bounce the actor two steps in one update?
[13:26:55] <sbx> makes sense... it's probably tied to Party somehow
[13:27:08] <Yuv422> right
[13:27:12] <sbx> which wants party members to take multiple steps sometimes
[13:27:22] <Yuv422> ah k
[13:27:30] <sbx> it should probably be in Party (or a party pathfinder) isntead
[13:28:07] <Yuv422> I'll have a look at it tomorrow
[13:28:27] <Yuv422> I'll see if we can put in a temporary solution
[13:28:36] <Yuv422> till we get around to rewriting it
[13:29:01] <Yuv422> so we can have actors die by walking on a tile
[13:29:16] <Yuv422> well I'm off to bed now
[13:29:18] <Yuv422> cya
[13:29:26] <sbx> ah alright
[13:29:29] <sbx> cya
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