#nuvie@irc.freenode.net logs for 25 Jul 2006 (GMT)

Archive Today Yesterday Tomorrow
Nuvie homepage


[00:27:36] --> servus_ has joined #nuvie
[00:29:16] <-- servus has left IRC (Read error: 110 (Connection timed out))
[00:41:06] --- servus_ is now known as servus
[01:50:46] --> servus_ has joined #nuvie
[01:52:22] <-- servus has left IRC (Read error: 110 (Connection timed out))
[02:08:02] --- servus_ is now known as servus
[04:23:25] --> servus_ has joined #nuvie
[04:25:06] <-- servus has left IRC (Read error: 110 (Connection timed out))
[08:48:29] --> SB-X has joined #nuvie
[09:26:02] --> Yuv422 has joined #nuvie
[09:35:00] <Yuv422> bbl
[09:35:03] <-- Yuv422 has left IRC ()
[09:51:32] <SB-X> ok
[09:52:13] <-- SB-X has left IRC ("brb")
[09:54:35] --> SB-X has joined #nuvie
[10:04:21] --> Yuv422 has joined #nuvie
[10:09:11] <SB-X> hey yuv
[10:10:01] <Yuv422> hey SB-X
[10:11:59] <SB-X> sorry if you're subscribed to the bug tracker and got several emails from it... I just added some new categories and groups and applied them to existing bugs
[10:13:06] <Yuv422> hehe no that's fine
[10:13:19] <Yuv422> I like receiving nuvie related email :-)
[10:16:58] <Yuv422> I just noticed we try to send multi-tile actors to 0,0,0 when they die
[10:17:05] <SB-X> of course
[10:17:08] <Yuv422> which could send them off the map edge
[10:17:25] <Yuv422> I'm going to remove the surrounding tiles before sending them to 0,0,0
[10:17:33] <SB-X> we usually hide them first, so why not remove surrounding tiles then?
[10:17:50] <SB-X> they don't need them if hidden
[10:18:02] <Yuv422> do we ever come back from hiding?
[10:18:36] <SB-X> when we're resurrected/
[10:18:37] <SB-X> ?
[10:19:00] <Yuv422> Can you resurrect a multi-tile actor?
[10:19:15] <SB-X> i never killed any that could be resurrected :)
[10:19:22] <SB-X> i guess the cyclops and gargoyles
[10:19:36] <Yuv422> or smith
[10:19:56] <Yuv422> can you get their corpse though?
[10:19:56] <SB-X> i didnt know you could resurrect him
[10:20:01] <SB-X> nope
[10:20:03] <Yuv422> just guessing
[10:20:13] <SB-X> don't you have a spell to do it?
[10:20:21] <Yuv422> ah yes
[10:20:23] <Yuv422> silly me
[10:20:38] * Yuv422 tries it
[10:20:42] <SB-X> we're not sending temp actors to 0,0,0 with their tiles are we?
[10:20:48] <SB-X> they should be deleted
[10:21:26] <Yuv422> yeah
[10:21:31] <SB-X> of course, dying actors shouldnt be sent to 0,0,0 but to another map plane
[10:21:33] <SB-X> ok
[10:21:34] <SB-X> does MD use multitile actors?
[10:21:53] <Yuv422> yes
[10:22:06] <SB-X> we'll have to handle connected tiles on different map edges eventually then :)
[10:22:17] <Yuv422> :(
[10:22:22] <SB-X> :(
[10:22:52] <SB-X> yeah a smiley isn't exactly appropriate there
[10:30:30] <Yuv422> do you think serpents should have their own movement type
[10:30:50] <Yuv422> MOVETYPE_U6_SNAKE
[10:31:08] <SB-X> no, why?
[10:31:19] <Yuv422> to handle moving over themselves
[10:31:30] <Yuv422> and not back tracking
[10:31:49] <Yuv422> in check_move
[10:32:33] <SB-X> i thought movetypes were only to be compared with tiletypes
[10:33:08] <Yuv422> I guess so
[10:33:35] <Yuv422> but at the moment it's getting stuck on map->is_passable()
[10:33:49] <Yuv422> beacuse serpent bodies aren't passable
[10:34:13] <Yuv422> so at least there would need to be an exception in there
[10:34:24] <Yuv422> like we do for mouseholes
[10:34:42] <SB-X> i see why you'd use a MOVETYPE though, since that's mostly what check_move() does now
[10:35:21] <Yuv422> I think it would make more sense looking back at it later
[10:35:56] <SB-X> i like the exception since movetypes are only compared to the map
[10:36:20] <Yuv422> I'll have a play around with it a bit and see how it looks
[10:36:23] <SB-X> if you are going to add one for serpents you might as well add one for mice :)
[10:36:40] <Yuv422> yeah
[10:36:54] <Yuv422> I'll hold off for now
[10:37:11] <Yuv422> just see how the serpent behaves with these new restrictions
[10:37:13] <SB-X> you should also check if serpents can move over other serpents
[10:37:17] <SB-X> ok
[10:37:22] <Yuv422> I think they can
[10:37:45] <Yuv422> maybe not the heads though
[10:38:36] <SB-X> also dont forget to prevent them from moving backwards over themselves :)
[10:38:43] <Yuv422> yeah
[10:39:33] <Yuv422> It's a tough life being a snake
[10:39:41] <Yuv422> so many rules to follow
[10:39:42] <SB-X> haha
[10:39:43] <Yuv422> :)
[10:40:00] <SB-X> and then you're probably only in existence for a few minutes until the avatar kills you
[10:40:37] <SB-X> if you're a silver serpent
[10:41:01] <SB-X> im going to look at changing the pathfinder so they'll turn around
[10:41:50] <Yuv422> true
[10:42:00] <Yuv422> cool
[10:42:02] <Yuv422> thanks
[10:44:26] <SB-X> what are they doing wrong now?
[10:44:39] <SB-X> it should already be checking the two neighboring squares
[10:44:49] <Yuv422> they don't seem to turn around if they need to turn too sharply
[10:44:53] <SB-X> in ActorPathFinder::search_towards_target()
[10:44:55] <Yuv422> if that makes sense
[10:44:58] <SB-X> oh
[10:45:22] <Yuv422> I'll comit my changes soon and you can test it for yourself
[10:45:30] <SB-X> k
[10:53:18] <SB-X> oh it probably doesn't work because diagonal moves are blocked
[10:54:03] <SB-X> if I just try lateral moves after that then it should turn in the right direction
[10:54:46] <Yuv422> if I run through a doorway
[10:55:01] <Yuv422> and the snake is following but offset to the side
[10:55:10] <Yuv422> it won't come through the door
[10:55:20] <Yuv422> cool
[10:55:25] <SB-X> can you make an asciigram? :)
[10:55:31] <Yuv422> sure
[10:55:35] <SB-X> an ascii picture representation of the situation
[10:58:49] <Yuv422> 02000
[10:58:49] <Yuv422> 02220
[10:58:49] <Yuv422> 00020
[10:58:49] <Yuv422> 000S0
[10:58:49] <Yuv422> 11D11
[10:58:50] <Yuv422> 00A00
[10:59:31] <Yuv422> If I move A one tile to the left the snake will approach
[10:59:39] <Yuv422> A being the avatar
[10:59:44] <Yuv422> D being the Doorway
[10:59:51] <Yuv422> and S the snake head
[11:00:23] <SB-X> what if you move down or right?
[11:00:41] <Yuv422> I don't think that works
[11:01:46] <SB-X> it works going left because it checks both directions next to the original direction
[11:02:03] <SB-X> since the original direction is diagonal it can't go there so it checks left and down
[11:02:08] <SB-X> and moves left
[11:03:36] <SB-X> what if you move down or right and start Pass a few times?
[11:03:56] <SB-X> -start
[11:05:26] <Yuv422> going striaght doesn't work
[11:05:31] <Yuv422> straight
[11:05:54] <Yuv422> it only works at that tile
[11:30:07] <Yuv422> ok I've added checks to make sure a snake can't move backwards
[11:31:07] <Yuv422> I've also added a version of face_location() to U6Actor
[11:31:24] <Yuv422> and I don't call Actor::face_location() for snakes
[11:33:37] <-- servus_ has left IRC (Read error: 110 (Connection timed out))
[11:37:05] <Yuv422> do you think people would mind if I made snake length random
[11:37:11] <Yuv422> ?
[11:37:16] <Yuv422> not loaded from eggs
[11:41:26] --> servus_ has joined #nuvie
[11:42:30] <SB-X> oops i was afk for a little while, im back now
[11:42:55] <SB-X> people wouldn't notice
[11:43:01] <SB-X> if snake length was random
[11:50:01] <Yuv422> that's what I thought too
[11:50:21] <Yuv422> it saves passing more data from the egg manager to the actor manager
[11:52:25] --> Dark-Star has joined #nuvie
[11:53:04] <SB-X> we shouldn't remove a feature because of that :)
[11:53:09] <SB-X> i don't think so anyway
[11:53:12] <SB-X> but i don't mind if it's changed
[11:53:43] <SB-X> do snakes ever face_location()?
[11:55:14] <Yuv422> yes
[11:55:35] <Yuv422> I think they do when targeting another actor
[11:55:53] <SB-X> oh, right
[11:55:57] <SB-X> I thought it was only when talking.
[11:56:24] <-- Yuv422 has left IRC ()
[11:56:30] --> Yuv422 has joined #nuvie
[11:57:30] <SB-X> wb
[11:57:34] <Yuv422> I like the face_location set_direction difference
[11:57:40] <Yuv422> ty
[11:57:55] <Yuv422> I wasn't getting your responses
[11:58:05] <Yuv422> so I'm trying another server
[11:58:08] <SB-X> ah k
[11:58:39] <Yuv422> I've added a little helper method for checking snake moves
[11:58:52] <Yuv422> bool U6Actor::check_move_silver_serpent(uint16 new_x, uint16 new_y)
[11:58:53] <Yuv422> {
[11:58:53] <Yuv422> if((abs(new_x - x) + abs(new_y - y)) == 2) //snakes can't move diagonally
[11:58:53] <Yuv422> return false;
[11:58:54] <Yuv422> Obj *obj = (Obj *)surrounding_objects.front(); //retrieve the first body segment.
[11:58:54] <Yuv422>
[11:58:55] <Yuv422> if(obj->x == new_x && obj->y == new_y) //snakes can't move backwards.
[11:58:57] <Yuv422> return false;
[11:58:59] <Yuv422>
[11:59:01] <Yuv422> return true;
[11:59:03] <Yuv422> }
[11:59:20] <Yuv422> which I call in check_move
[11:59:38] <Yuv422> if the obj_m == OBJ_U6_SILVER_SERPENT
[11:59:45] <Yuv422> obj_n
[11:59:58] <SB-X> (new_x!=x&&new_y!=y) also means diagonal movement
[12:00:43] <Yuv422> hehe
[12:00:45] <Yuv422> true
[12:00:57] <Yuv422> that's alot cheaper too
[12:01:04] <Yuv422> well maybe
[12:01:29] <SB-X> that function looks good
[12:01:56] <SB-X> you can make it inline
[12:02:15] <Yuv422> changed
[12:02:36] <Yuv422> yup it's inline
[12:02:52] <Yuv422> in U6Actor.h
[12:03:29] <SB-X> im not sure how surrounding objects works anyway
[12:03:35] <SB-X> never really looked at it :)
[12:03:54] <SB-X> i'd assume normally you don't put them in any particular order but for snakes you do
[12:04:23] <SB-X> the snake body parts should have different qualities too
[12:04:56] <SB-X> or we might break loading in u6
[12:05:16] <Yuv422> yes the quality holds the segment number
[12:05:25] <Yuv422> and the qty holds the actor id_n
[12:05:44] <SB-X> ah k
[12:05:52] <SB-X> I see. I didn't know about qty :)
[12:05:55] <SB-X> .
[12:06:55] <Yuv422> do you have a break between MOVETYPE AIR LOW and AIR HIGH in check_move?
[12:07:09] <Yuv422> I do but the comment indicates that it shouldn't be there
[12:07:15] <Yuv422> I wonder which is wrong
[12:08:22] <SB-X> yes
[12:09:11] <SB-X> it should fall through
[12:09:28] <Yuv422> I wonder how that break; got there then
[12:09:58] <SB-X> actually, it might be redundant to fall through
[12:10:31] <Yuv422> ah k
[12:11:02] <SB-X> it is
[12:11:23] <SB-X> hmm, I'm not sure it's correct to only check tileflags in low airtype
[12:11:27] <SB-X> low air movetype*
[12:11:59] <SB-X> is_boundary() means TILEFLAG_WALL or TILEFLAG_WINDOW is set
[12:12:22] <SB-X> you don't check TILEFLAG_WINDOW in air_low case however
[12:12:46] <Yuv422> so a drake could fly through a window?
[12:13:01] <SB-X> i dont know, but why would a air low be able to go through a window but an air high wouldnt?
[12:13:14] <SB-X> it says balloons are air-low
[12:13:42] <SB-X> unless it's because of the dragon's wings
[12:13:43] <Yuv422> because they can't go over high mountains
[12:13:58] <Yuv422> balloons that is
[12:14:29] <SB-X> yeah i know
[12:15:48] <SB-X> s/TILEFLAG_WALL/TILEFLAG_BOUNDARY/
[12:16:07] <SB-X> i confused which set of flags it was checking :)
[12:16:15] <SB-X> but the same question applies
[12:16:56] <SB-X> why can't air-low go through double-width tiles?
[12:18:04] <SB-X> air-low doesn't check is_forced_passable()
[12:19:54] <SB-X> well I'm sure you had your reasons
[12:20:50] <Yuv422> I can't remember
[12:20:58] <Yuv422> it was a long time ago now. ;-)
[12:21:18] <Yuv422> I would have been trying to emulate what I saw in the original
[12:21:22] <SB-X> yeah
[12:21:47] <SB-X> i'm sure of that
[12:22:00] <Yuv422> :)
[12:22:07] <SB-X> do you put all header files in the xcode project?
[12:22:14] <Yuv422> yes
[12:25:43] <SB-X> i'd like to move ActorList.h to misc, could you update the project file?
[12:26:15] <Yuv422> righto
[12:26:56] <SB-X> thanks
[12:28:28] <Yuv422> hmm changing the surrounding obj order breaks ships
[12:28:37] <Yuv422> I better put it back
[12:28:40] <SB-X> ?
[12:28:48] <SB-X> you only change it for serpents
[12:28:57] <SB-X> that was my assumption
[12:29:05] <SB-X> is that wrong?
[12:29:09] <Yuv422> I changed the order they were addded into the map
[12:29:24] <Yuv422> which seems to break ships
[12:29:49] <SB-X> ok
[12:31:38] <Yuv422> hmm
[12:31:44] <Yuv422> nope that didn't fix it
[12:32:04] <SB-X> ahh!
[12:32:07] <SB-X> i broke multitile actors
[12:32:10] <SB-X> dammit
[12:32:25] <Yuv422> ?
[12:32:26] <SB-X> and ships
[12:32:27] <SB-X> hehe
[12:32:32] <SB-X> sorry
[12:32:34] <Yuv422> :)
[12:32:36] <Yuv422> np
[12:32:37] <SB-X> hopefully you can fix it
[12:32:44] <SB-X> MapWindow::drawActor()
[12:32:57] <Yuv422> what did you change?
[12:33:00] <SB-X> i changed it to use drawTopTile(), obviously without understanding the consequences
[12:33:16] <SB-X> see the comment there about it
[12:33:59] * Yuv422 looks
[12:35:13] <SB-X> / drawTile() wont read our tile data
[12:35:18] <SB-X> // drawTile() wont read our tile data
[12:35:21] <SB-X> *
[12:36:09] <SB-X> the "//FIX need a function for multi-tile actors." is your comment
[12:36:31] <Yuv422> so you need to pass a custom tile?
[12:37:41] <SB-X> yes
[12:37:52] <SB-X> at first I changed drawTile() to read it, but then grandfather clocks broke
[12:38:10] <SB-X> so I switched it to use drawTopTile() which does read the tile data
[12:47:05] <Yuv422> drawTopTile doesn't handle double width/hight objs
[12:47:18] <Yuv422> so it isn't drawing the other tile on the actor obj
[12:49:34] <Yuv422> maybe we should change the underlying drawtile routine
[12:49:42] <Yuv422> to do the conversion if required
[12:50:43] <Yuv422> drawTopTile could have a mode flag
[12:51:03] <SB-X> i dont know that we'll always just want to swap some values in the tile
[12:51:11] <SB-X> there might be something more advanced
[12:52:46] <Yuv422> reworking the tile data every paint cycle doesn't appeal to me either
[12:56:04] <SB-X> i eventually want to apply animated effects to actors
[12:56:54] <SB-X> which may require it to update the frame every paint cycle
[12:57:05] <SB-X> but it's not necessary now
[13:02:16] <SB-X> it's kind of misleading that drawTile() takes a Tile pointer but doesn't use its data
[13:02:30] <Yuv422> it does
[13:02:46] <Yuv422> but it also uses other tiles
[13:02:50] <SB-X> i mean it's pixel data :)
[13:02:55] <Yuv422> if the tile is multi-tile
[13:02:58] <Yuv422> ah k
[13:02:59] <Yuv422> yeah
[13:03:09] <Yuv422> maybe it should be tile number
[13:03:16] <SB-X> i guess it's not misleading if you know what it does
[13:03:22] <Yuv422> hehe yeah
[13:03:23] <SB-X> but then you'd have to pass dbl_width and dbl_height too
[13:28:49] <SB-X> Yuv422: are you about to commit the silver serpent code?
[13:28:54] <Yuv422> yes
[13:29:11] <Yuv422> just writing the ChangeLog
[13:34:13] <Yuv422> SB-X: is it ok for me to commit my changes?
[13:34:18] <SB-X> yeah
[13:34:26] <Yuv422> righto
[13:34:33] <SB-X> i want to test it with a change to actorpathfinder
[13:34:51] <Yuv422> there are still issues with the serpents
[13:35:11] <Yuv422> they are only 2 tiles long when hatching from eggs
[13:35:13] <SB-X> :\
[13:35:25] <Yuv422> if you want longer snakes you should make them in the original first
[13:35:35] <SB-X> ok
[13:35:42] <Yuv422> oh and the nuvie snakes don't have tails
[13:35:46] <Yuv422> :-)
[13:35:52] <SB-X> ah k
[13:36:02] <SB-X> hehe, you could write that in the readme.txt for players
[13:36:15] <SB-X> "If you want longer snakes you should make them in the original first! :p"
[13:36:58] <Yuv422> * Started work on silver serpent actors. At the moment nuvie will only
[13:36:59] <Yuv422> create a serpent that is 2 tiles long. If you want to see long
[13:36:59] <Yuv422> serpents in nuvie just load an original save game with serpents
[13:36:59] <Yuv422> nearby.
[13:37:06] <Yuv422> from my ChangeLog ;-)
[13:39:30] <SB-X> nice
[13:39:45] <Yuv422> ok that's in cvs now
[13:41:50] <-- Kirben has left IRC (Read error: 110 (Connection timed out))
[13:43:46] <Yuv422> our activity rating on sourceforge is 89.85 at the moment. Yay!
[13:46:16] <SB-X> interesting
[13:47:45] <Yuv422> what do you think is a more important search term
[13:47:52] <Yuv422> Ultima VI
[13:47:55] <Yuv422> or Ultima 6
[13:48:05] <Yuv422> I'm just fiddling around with the website a bit
[13:48:42] <SB-X> i'm not sure
[13:48:59] <SB-X> gruck posted a bug about the website
[13:49:09] <Yuv422> already fixed. ;-)
[13:49:32] <Yuv422> I'll close the bug on sf.net now
[13:49:53] <Yuv422> I tend to use VI more
[13:50:56] <SB-X> if I was searching I'd use VI since it's what's used in the title
[13:51:30] <SB-X> but google has more results for Ultima 6
[13:51:42] <SB-X> but not many more, and both return relevant pages
[13:53:44] <SB-X> had to get a savegame with serpents loaded in nuvie; they look great
[13:54:04] <SB-X> and this one has a tail
[13:54:31] <Yuv422> :-)
[13:54:53] <Yuv422> have a look at my crazy movement code
[13:55:00] <Yuv422> it's a bit evil
[13:55:06] <Yuv422> with magic lookup tables
[13:57:21] <Yuv422> How does this sound for a new forum description
[13:57:25] <Yuv422> A place where you can discuss all things related to Nuvie and the games
[13:57:25] <Yuv422> Ultima VI, Savage Empire and Martian Dreams.
[13:58:03] <Yuv422> just trying to name drop some keywords into the pages
[13:58:17] <SB-X> hah
[13:58:21] <SB-X> haha*
[13:58:33] <SB-X> that probably won't work, but it looks fine to me
[13:59:07] <Yuv422> It's worth a try I guess
[13:59:18] <SB-X> there's already lots of uses of those terms in the pages though
[13:59:18] <SB-X> sure
[13:59:18] <Yuv422> we don't rank very well on google
[13:59:21] <SB-X> i noticed :(
[13:59:33] <SB-X> hopefully it works to improve that
[13:59:40] <Yuv422> I've put in alt/title tags on the main images too
[13:59:43] <SB-X> where is your movement code? not in U6Actor::move
[13:59:49] <Yuv422> mentioning Ultima VI
[14:00:13] <Yuv422> in move_silver_serpent_objs_relative(sint16 rel_x, sint16 rel_y);
[14:00:44] <SB-X> ah k
[14:01:52] <Yuv422> I think the serpents in the original wriggled around a bit more
[14:02:11] <SB-X> did you add anything to twitch() ?
[14:02:34] <Yuv422> oh I mean flicked their tail around
[14:02:41] <Yuv422> we can twitch them
[14:02:49] <Yuv422> can/can't
[14:03:17] <Yuv422> bad things happen to twitching serpents. ;-)
[14:03:26] <SB-X> oh, so they are just set to cant_twitch
[14:03:31] <SB-X> in actortype
[14:03:35] <Yuv422> yes
[14:03:54] <Yuv422> but we should make them flick their tails around a bit I think
[14:04:39] <SB-X> why is the first object treated different than the rest?
[14:05:18] <Yuv422> because it changes shape
[14:05:25] <Yuv422> as the head moves
[14:05:42] <Yuv422> the others just take the shape of the obj in front
[14:06:36] <Yuv422> if the serpent is heading up then turns right you need to change the shape of the first obj from up to up right
[14:06:44] <Yuv422> if that makes sense.
[14:06:51] <SB-X> ah k
[14:07:07] <SB-X> yes
[14:07:16] <Yuv422> and the tail object changes based on the position of the object in front
[14:07:36] <Yuv422> hopefully I've got all the values right in the tables
[14:07:46] <Yuv422> I haven't seen any glitches so far
[14:08:10] <Yuv422> I think they might start with rotated heads some times
[14:08:17] <Yuv422> I'll have to look into that one
[14:08:39] <SB-X> it works very well
[14:08:55] <Yuv422> :)
[14:08:57] <SB-X> but i found a problem when trying to move them
[14:09:05] <Yuv422> what's that?
[14:09:05] <SB-X> you can move them
[14:09:10] <Yuv422> ah yes
[14:09:11] <Yuv422> hehe
[14:09:20] <SB-X> and the tail doesn't follow of course
[14:09:22] <Yuv422> I noticed that too
[14:09:51] <Yuv422> that would be because the objs aren't blocking the serpent actor
[14:09:56] <Yuv422> I think
[14:10:33] <SB-X> probably, but also moving in other directions doesn't work because their head doesnt change direction
[14:10:46] <SB-X> so the body follows after all I see, but it doesnt look connected to the head
[14:10:57] <SB-X> if you Pass it will correct itself
[14:11:13] <SB-X> also you can't attack the tail, but you knew that
[14:11:16] <Yuv422> yeah it corrupts easily
[14:11:17] <SB-X> something to fix later
[14:11:19] <SB-X> heh
[14:11:38] <Yuv422> yeah attacking any surrounding objects doesn't work at the moment
[14:11:44] <Yuv422> that's on my todo list
[14:12:05] <SB-X> it's fun to control them and move them around
[14:12:24] <SB-X> i'd consider travelling around britannia with one and killing townspeople
[14:12:35] <Yuv422> hehe
[14:12:52] <Yuv422> you might have some trouble getting to the surface though
[14:13:09] <SB-X> it just crashed
[14:13:13] <Yuv422> can you carry eggs?
[14:13:15] <Yuv422> Ouch!
[14:13:26] <Yuv422> that's no good
[14:13:42] <SB-X> not sure I can reproduce it
[14:13:50] <SB-X> i was just walking around in the tomb
[14:13:52] <SB-X> what kind of eggs?
[14:14:02] <Yuv422> as the serpent?
[14:14:14] <Yuv422> a monster egg
[14:14:21] <SB-X> you can carry anything, but you cant get monster eggs
[14:15:18] <SB-X> the serpent's inventory doesn't appear else I could hackmove the egg into it
[14:17:09] <SB-X> you can polymorph the avatar into a snake
[14:17:20] <SB-X> but it only has one body segment and no tail
[14:18:16] <SB-X> if you use a ladder the body disappears completely
[14:18:25] <SB-X> and you're just controlling a snake head
[14:20:48] <SB-X> when you create new snakes you're not setting the head direction right but it can still have a tail somewhere besides behind it
[14:23:07] <SB-X> kind of wierd looking with a half a dozen mutant snakes after me
[14:23:51] <Yuv422> lol
[14:24:01] <Yuv422> SB-X: and his mutant snake army
[14:24:30] <SB-X> no these are spawned snakes
[14:24:32] <SB-X> they are trying to attack us :(
[14:25:09] <Yuv422> surely a mutant baby snake couldn't hurt the mighty avatar!?
[14:26:01] <SB-X> not at all
[14:26:08] <SB-X> but seven mutant baby snakes is just creepy
[14:26:16] <SB-X> so we got out of there
[14:26:24] <Yuv422> hehe
[14:27:55] <SB-X> i got a snake to go backwards or turn in place :\
[14:28:14] <Yuv422> how did you do that?
[14:28:36] <SB-X> just getting it to follow me with a small pathfinder change
[14:28:54] <SB-X> it was working but now he's broken
[14:28:55] <Yuv422> ah k
[14:29:32] <SB-X> it's when he was facing down and i was directly behind him
[14:30:06] <SB-X> up from him
[14:30:15] <Yuv422> shouldn't check_move handle that
[14:30:27] <Yuv422> or do you think something is calling set_direction
[14:30:43] <SB-X> yes, it might be using set_direction, because he appears to be moving down
[14:31:00] <SB-X> well now he's lost interest in me
[14:31:06] <SB-X> in attacking me
[14:33:44] <SB-X> it's hard to reproduce because he usually turns as soon as i start walking past him
[14:34:31] <SB-X> i can't throw a torch past the snake
[14:34:48] <SB-X> probably because there is no line of sight because the serpent body is unpassable
[14:35:00] <Yuv422> because of the non passable snake objects?
[14:35:02] <Yuv422> ;-)
[14:35:35] <Yuv422> I did a search on google or nuvie
[14:35:39] <Yuv422> and got this link
[14:35:48] <Yuv422> www.dnsdigger.com/data/?host=nuvie.sourceforge.net
[14:35:54] <Yuv422> weird
[14:37:11] <SB-X> at least it gives our address
[14:39:03] <Yuv422> http://groups.google.com/group/rec.games.computer.ultima.dragons/browse_frm/thread/bb200db87168726d/fa28f48ef489e2f5?tvc=1#fa28f48ef489e2f5
[14:41:57] <SB-X> :)
[14:42:02] <Yuv422> time for bed
[14:42:11] <Yuv422> I didn't realise how late it was.
[14:42:20] <Yuv422> :(
[14:42:31] <SB-X> ah k
[14:42:40] <SB-X> right when i got the serpent to move incorrectly again
[14:42:43] <Yuv422> talk to you later
[14:42:49] <Yuv422> hehe
[14:42:55] <SB-X> im going to commit the actorpathfinder change anyway
[14:42:55] <SB-X> cya
[14:43:01] <Yuv422> cool
[14:43:05] <Yuv422> cya
[14:43:20] <-- Yuv422 has left IRC ()
[14:56:50] <SB-X> oh I see, wt_wander_around calls set_direction() before moving
[15:00:42] <SB-X> I'll fix that, but set_direction() probably shouldn't allow silver to turn towards any direction.
[15:01:05] <SB-X> every direction*
[16:05:12] <-- SB-X has left IRC ("*casts gate travel*")
[16:45:07] --- servus_ is now known as servus
[20:38:32] --> servus_ has joined #nuvie
[20:40:07] <-- servus has left IRC (Read error: 110 (Connection timed out))
[20:40:59] <-- Dark-Star has left IRC (Read error: 110 (Connection timed out))
[21:51:00] --> Yuv422 has joined #nuvie
[21:52:38] <Yuv422> I think it would be quite hard to restrict directions in set_direction
[21:52:50] <Yuv422> because you need to know where you've moved from
[21:53:11] <Yuv422> serpents only change direction once they've moved
[21:56:44] <-- Yuv422 has left IRC ()
[22:18:36] --> Kirben has joined #nuvie
[23:16:20] <-- laxdragon has left IRC ("ZZZZZzzzzzzzzzzzzzzz")