#email@example.com logs for 29 Jul 2012 (GMT)Archive Today Yesterday Tomorrow
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[02:01:37] <CIA-35> nuvie: 03malignantmanor * r1472 10/nuvie/trunk/ (6 files in 3 dirs):
[02:01:38] <CIA-35> nuvie: * Fix fishing pole not setting fish okay to take if you can't carry it
[02:01:38] <CIA-35> nuvie: * Fix using move being able to move objects to a non-party actor
[02:01:38] <CIA-35> nuvie: * Fix blocking check when moving items between party members
[02:01:38] <CIA-35> nuvie: * Have blacked out areas be displayed as darkness instead of Nothing
[02:01:38] <CIA-35> nuvie: * Stop double click from selecting objects in blacked out areas
[02:01:39] <CIA-35> nuvie: * Fix look not showing names underneath actor portraits
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[13:04:56] <CIA-35> nuvie: 03efry * r1473 10/nuvie/trunk/ (9 files in 3 dirs):
[13:04:56] <CIA-35> nuvie: * Added new attack target memory system. Each party member has their
[13:04:56] <CIA-35> nuvie: own attack target memory.
[13:04:56] <CIA-35> nuvie: * Fixed bug "target memory is broke on mult-tiled actors" 
[13:04:56] <CIA-35> nuvie: If the actor main tile goes out of range then multiple tile actors
[13:04:57] <CIA-35> nuvie: will be searched for surrounding tiles that are within weapon range.
[13:04:58] <CIA-35> nuvie: * Fixed bug "objects don't stay targeted when attacked" 
[13:44:43] <CIA-35> nuvie: 03efry * r1474 10/nuvie/trunk/ (ChangeLog data/scripts/u6/actor.lua script/ScriptActor.cpp): * Fixed bug "actors on a sleep field never wake up" 
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[21:32:49] <Malignant_Manor> Eric, is there any way to check if an obj is alive?
[21:43:51] <Yuv422> hey Malignant_Manor
[21:44:03] <Yuv422> is it an object connected to a live actor?
[21:44:19] <Malignant_Manor> It is any mouse
[21:44:34] <Malignant_Manor> Unfortunately, the mouse shape is also a container
[21:44:46] <Yuv422> ah k
[21:44:50] <Malignant_Manor> This causes problems.
[21:45:22] <Yuv422> a mouse object will always be dead
[21:45:39] <Yuv422> otherwise it would be an actor without an obj
[21:46:56] <Malignant_Manor> How would you go about checking that?
[21:47:23] <Yuv422> objects and actors are different code lines
[21:47:41] <Yuv422> unless you are just passing the obj_n around
[21:48:22] <Malignant_Manor> Maybe checking to see if the npc_id(obj->quality) is alive
[21:49:04] <Yuv422> so you don't want to treat a dead mouse as a container?
[21:49:28] <Malignant_Manor> I do
[21:49:40] <Malignant_Manor> I just don't want live ones to be treated as one.
[21:49:50] <Yuv422> ah k
[21:50:01] <Yuv422> well live mice wouldn't have objects on the map
[21:50:07] <Yuv422> eg they will be actors
[21:50:30] <Yuv422> eg obj_manager->get_obj(x, y, z) won't return an actor
[21:50:39] <Yuv422> but it would return a dead mouse
[21:50:40] <Yuv422> object
[21:55:42] <Malignant_Manor> Thanks, I'll see how that works.
[21:56:16] <Malignant_Manor> Did you look at https://sourceforge.net/tracker/?func=detail&aid=3542999&group_id=76419&atid=547063
[21:59:47] <Malignant_Manor> I used this check and it worked
[21:59:49] <Malignant_Manor> if(obj != obj_manager->get_obj(obj->x, obj->y, obj->z)
[22:00:22] <Yuv422> and obj is of type Obj*
[22:03:00] <Malignant_Manor> What do you mean by "and obj is of type Obj*"
[22:03:13] <Yuv422> I still don't see the problem
[22:03:23] <Yuv422> because if it is an object it will be dead
[22:03:40] <Yuv422> if the variable obj is of type Obj
[22:03:45] <Yuv422> then it must be dead
[22:03:46] <Malignant_Manor> No, usecode calls actors as obj
[22:03:52] <Yuv422> ah
[22:03:54] <Yuv422> sorry
[22:04:00] <Yuv422> yeah I forgot about that
[22:04:30] <Malignant_Manor> But there is no equivalent obj as actor
[22:09:32] <Yuv422> you could look for the actor at the obj location
[22:09:46] <Yuv422> if it is a mouse and alive then do what you need to do
[22:10:05] <Malignant_Manor> What is alive mouse is on top of dead one?
[22:10:51] <Yuv422> get the actor using the actor_manager from the location pointed to by the obj
[22:11:00] <Yuv422> then compare the obj_n from the obj and the actor
[22:11:07] <Yuv422> and check if the actor is alive
[22:26:46] <Malignant_Manor> That actor check unfortunately screws up when Sherry is the player and double clicking on her location.
[22:27:11] <Malignant_Manor> Mice shouldn't ever have anything though unless it is sherry.
[23:07:07] <Yuv422> I've got to go now
[23:07:14] <Yuv422> I'll have a look at the time patch tonight
[23:07:21] <Yuv422> cya
[23:07:22] <Malignant_Manor> bye
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