#firstname.lastname@example.org logs for 29 Aug 2012 (GMT)Archive Today Yesterday Tomorrow
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[04:17:14] <CIA-91> nuvie: 03malignantmanor * r1552 10/nuvie/trunk/ (ChangeLog EggManager.cpp): * Set Gargoyle worktype to 0xC 'WANDER' when Beh Lem is in the party
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[21:09:29] <CIA-91> nuvie: 03malignantmanor * r1553 10/nuvie/trunk/ (11 files in 3 dirs):
[21:09:29] <CIA-91> nuvie: * Have weather be set to calm when going into a dungeon.
[21:09:29] <CIA-91> nuvie: * Add bodies for cat, dog, deer, mongbat, and wolf.
[21:09:29] <CIA-91> nuvie: * Don't use actors that have a container type.
[21:09:29] <CIA-91> nuvie: * Fix item drop for actors without a proper body. It was broken by temp
[21:09:29] <CIA-91> nuvie: actor removal happening too soon (r1548 regression)
[21:09:30] <CIA-91> nuvie: * Fix teleport bool not being used in player_move (r1548 forgotten)
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[22:08:23] <Malignant_Manor> 23 counts of ***All Temp Actor Slots Full*** in Hythloth.
[22:09:33] <Malignant_Manor> http://pastebin.com/e9GJqqef
[22:10:18] <Yuv422> doh
[22:12:01] <Malignant_Manor> Party members not avoiding damaging tiles was pretty annoying in this dungeon and it isn't optional like deceit.
[22:12:44] <Malignant_Manor> Well actually, most of the dungeon is optional thanks to the moonstone.
[22:13:04] <Yuv422> I'm looking at the multi-hit bug at the moment
[22:13:23] <Malignant_Manor> We still don't spawn eggs properly.
[22:13:47] <Malignant_Manor> Walking up and down the center path in the Gargoyle Realm really shows a huge difference in how we handle egg spawning.
[22:14:45] <Malignant_Manor> Why is there a check for visibility when cleaning temp actors? The original doesn't care if a temp actor is invisible when clearing them.
[22:15:27] <Yuv422> hmm might have been trying to check for liveness
[22:16:36] <Yuv422> I think the original might have used different logic for spawning eggs in the dungeons vs the surface
[22:16:46] <Malignant_Manor> Yeah, but it only clears them when visible. Aren't dead actors set to invisible?
[22:17:01] <Yuv422> yeah they should be
[22:17:19] <Malignant_Manor> So that could screw clean up.
[22:18:14] <Yuv422> true
[22:21:15] <Malignant_Manor> I know the spawn and despawn distance was the same in dungeons from what I tested.
[22:23:51] <CIA-91> nuvie: 03malignantmanor * r1554 10/nuvie/trunk/ (ChangeLog actors/ActorManager.cpp): * Remove visiblity check from temporary actor cleanup
[22:29:22] <Malignant_Manor> It probably didn't make a difference for actor death because the call from die() doesn't have the check.
[22:29:56] <Malignant_Manor> Demons like to turn invisible though.
[22:45:33] <Malignant_Manor> Darn, I see why. The now Nuvie keeps removing temp actors it shouldn't.
[22:55:57] <Yuv422> I've got to go now
[22:56:04] <Yuv422> cya
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[23:05:32] <CIA-91> nuvie: 03malignantmanor * r1555 10/nuvie/trunk/ (ChangeLog actors/Actor.cpp actors/ActorManager.cpp):
[23:05:32] <CIA-91> nuvie: * Revert previous commit since it causes constant clean up of already free
[23:05:32] <CIA-91> nuvie: actor. Disable visibility check if x, y, or z is not equal to zero
[23:05:32] <CIA-91> nuvie: * Have inventory_drop_all() make items temporary for temp actors
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