#firstname.lastname@example.org logs for 26 Oct 2013 (GMT)Archive Today Yesterday Tomorrow
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[19:47:38] <Yuv422> hi assur
[19:47:51] <Yuv422> I've comitted your changes :)
[19:48:00] <assur> I saw, thanks.
[19:48:18] <assur> Do you have a recommendation for what I might do next?
[19:48:37] <Yuv422> I've done some reversing on the original char creation logic
[19:48:54] <Yuv422> your logic is quite close :)
[19:51:02] <assur> I guessed based on observation
[19:51:27] <assur> One goal I have is to work towards getting the objects to work relatively soon.
[19:51:43] <assur> That is the 'best' part of SE, being able to make things from other things
[19:52:00] <Yuv422> cool
[19:52:20] <Yuv422> I was going to say that. "Using objects"
[19:52:37] <Yuv422> U6 usecode is all in C
[19:52:55] <Yuv422> I wanted to use lua script for the usecode in SE and MD
[19:54:24] <assur> That works then. Does anything have to happen inbetween? Are the world objects in place already?
[19:54:54] <assur> I suppose I could just do the lua scripts without putting object in
[19:55:48] <Yuv422> we already use lua scripts for magic and actor logic in u6
[19:56:06] <Yuv422> so getting the script system to work for usecode shouldn't be too hard
[19:56:32] <Yuv422> if possible I'd like to be able to convert the u6 usecode over to lua script at some point too
[19:56:36] <assur> Sounds perfect and gets what I think is the best part of SE working fast
[19:56:41] <Yuv422> but that is a lesser priority
[19:56:49] <Yuv422> cool
[19:57:18] <assur> You have a pretty decent disassembly of SE, correct?
[19:58:08] <Yuv422> no, sorry
[19:58:37] <assur> What did you use to reverse engineer the character creation logic?
[19:58:43] <Yuv422> I've only done the se intro exe
[19:58:51] <Yuv422> that's all in savage.exe
[19:58:59] <Yuv422> the game logic is in game.exe
[19:59:11] <assur> oh, ok
[19:59:48] <Yuv422> I can help with dissassembly though
[20:00:02] <assur> I shouldn't need it initially. Will start with the 'easiest' objects
[20:00:12] <Yuv422> cool
[20:00:39] <Yuv422> I usually end up needing the rand values etc
[20:01:17] <Yuv422> but you can get a fairly accurate implementation from observation
[20:01:44] <assur> Will it be obvious where the 'use' command is implemented and how to call the lua script from the game code?
[20:02:53] <assur> I'm sure once I look at the U6 magic, most of the SE usecode should be easy to write
[20:05:15] <Yuv422> yeah it should be fairly straight forward.
[20:05:46] <Yuv422> it's complicated a bit by the need for interaction
[20:08:10] <Yuv422> weird, I just received your original email with the se intro code.
[20:08:15] <assur> lol
[20:08:31] <assur> Well, now we know what happened to the email!
[20:09:03] <Yuv422> it wasn't flagged as spam either
[20:09:07] <assur> Either your mail server held on to it or it was routed through the Artic Circle
[20:10:57] <assur> I've commented as best I can what is left to do in the intro.lua script, but since it is somewhat clean now, I'm going to leave the minor details for the push to the first release version
[20:11:48] <Yuv422> cool, thanks for all the work. it looks great
[20:12:13] <Yuv422> I might try and put in the original char creation logic
[20:12:24] <Yuv422> while it is fresh in my mind
[20:12:36] <assur> That is a good idea
[20:13:11] <assur> I rolled up probably 20-25 characters, took my observations, and implemented something that was 'easy' can close
[20:14:10] <assur> Were there any NPC's that attacked the party in U6?
[20:14:31] <Yuv422> yeah
[20:14:37] <Yuv422> if you annoyed them
[20:14:42] <Yuv422> or stole their stuff
[20:14:49] <assur> Is that implemented in Nuvie?
[20:14:50] <Yuv422> or hit them
[20:15:06] <Yuv422> yes, mostly
[20:15:19] <Yuv422> there's a lot of code in actor.lua
[20:15:46] <Yuv422> that's what we call the schedule worktypes
[20:16:16] <Yuv422> that code mostly came from the dissassembly
[20:16:24] <assur> One of the more interesting ones in SE is there is a party member that if you have causes one town to attack
[20:16:33] <Yuv422> so it isn't the nicest code around
[20:16:55] <Yuv422> cool
[20:17:51] <Yuv422> if party contains npc # x and is within x, y distance then change to attack party work type
[20:18:33] <Yuv422> I haven't actually really played through SE
[20:18:49] <assur> Sadly, most of the SE NPC's are just generic tribe members with names. I suspect they ran out of time and didn't get to complete the game
[20:18:49] <Yuv422> I was hoping to do that before delving into the logic too much
[20:19:01] <Yuv422> so I could experience it as a game first ;-)
[20:19:11] <Yuv422> ah k
[20:19:47] <assur> I loved it initially. There are some cool things in it, that were somewhat new to CRPG's
[20:20:02] <assur> But it was definitely hurried out the door
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