#nuvie@irc.freenode.net logs for 30 Jul 2003 (GMT)

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[00:31:03] <Yuv422> ok my worktype changes are in CVS
[00:31:29] <Yuv422> sbx: I've moved the pathfinder walk code to the worktype area
[00:31:56] <Yuv422> sbx: party members now walk their paths because they have a work type of 0x1 follow avatar. :)
[00:32:17] <Yuv422> sbx: others follow paths because they have a worktype of 0x84 walk path.
[00:32:27] <Yuv422> bbl
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[01:48:26] <Yuv422> the new party formation is looking good. :)
[01:49:35] <sbx> im back
[01:49:41] <sbx> new formation?
[01:49:52] <Yuv422> the new tighter formation
[01:49:59] <sbx> hmm
[01:50:03] <sbx> ok thanks
[01:50:09] <sbx> i still dont like it
[01:50:15] <sbx> they shouldnt get lost
[01:50:25] <sbx> but i guess besides that they can follow thats great :)
[01:50:39] <sbx> what i really like is the schedule paths
[01:50:47] <sbx> and alt-500
[01:50:55] <sbx> i followed several npcs throughout the day
[01:51:00] <sbx> by holding space
[01:51:10] <Yuv422> what does alt-500 do?
[01:51:18] <sbx> most of the time they have ... interesting but repetetive lives :)
[01:51:23] <sbx> control any character
[01:51:49] <Yuv422> neat
[01:51:53] <sbx> or just watch them
[01:51:58] <sbx> by passing
[01:51:58] * Yuv422 watches LB
[01:52:01] <sbx> hehe
[01:52:37] <Yuv422> hehe some weird chars got into the U6Actor.cpp file
[01:52:47] <Yuv422> it was causing my editor to slow right down.
[01:52:55] <Yuv422> I finally fixed it up :)
[01:53:02] <sbx> hmm
[01:53:08] <sbx> carriage returns?
[01:53:25] <sbx> i dont think i touched that file
[01:53:32] <Yuv422> and some non-ascii chars to I think.
[01:53:41] <Yuv422> it made project builder very slow.
[01:53:51] <Yuv422> when editing that file
[01:53:57] <Yuv422> all fix now though. :)
[01:54:09] <Yuv422> did you see the change I made to pathfinding?
[01:54:09] <sbx> is project builder complete ide?
[01:54:12] <sbx> no
[01:54:14] <Yuv422> yeah
[01:54:17] <sbx> im recompiling it now though
[01:54:27] <sbx> conflicts in actor.h/cpp
[01:54:36] <Yuv422> I've moved the walk path code from Actor to U6Actor
[01:54:50] <Yuv422> in the preform_worktype() method
[01:54:52] <sbx> oops i mean conflicts in u6actor
[01:54:52] <Yuv422> hmm
[01:55:16] <Yuv422> merge conflicts?
[01:55:21] <sbx> yes i think this is because i added to it
[01:55:34] <sbx> i added "beg" activity
[01:55:41] <Yuv422> cool
[01:55:44] <sbx> but i didnt commit it, not sure if you wanted me adding anything to it
[01:55:56] <sbx> should i?
[01:55:58] <Yuv422> that sounds ok
[01:56:01] <sbx> ok
[01:56:04] <sbx> its all one func
[01:56:10] <Yuv422> wt_beg?
[01:56:33] <sbx> heh yup
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[01:56:47] <Yuv422> I'll have to add sitting support for LB's throne
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[01:56:57] <Yuv422> he's standing on it facing the wall ATM ;)
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[01:57:07] <sbx> 10 kirbens?
[01:57:11] <sbx> a new record?
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[01:57:18] <Yuv422> hehe
[01:57:25] <sbx> s/#include "pathfinder.h/#include "PathFinder.h"/
[01:57:28] <sbx> "
[01:57:36] <Yuv422> hehe
[01:58:04] <sbx> does wt_sleep only change frame if in bed?
[01:58:13] <Yuv422> yes
[01:58:26] <Yuv422> I've got to add support for sleeping without a bed
[01:58:44] <Yuv422> but for that we need to know an actors laying down object
[01:59:14] <Yuv422> hehe LB is stuck behind sherry
[01:59:24] <Yuv422> as she got to this bedroom first.
[02:00:01] <sbx> i wonder if the original is the same
[02:00:06] <sbx> in that specific instance
[02:00:14] <Yuv422> it might be
[02:02:14] <sbx> we just need a table of actors->animation frames relationship?
[02:02:26] <Yuv422> yes
[02:02:41] <sbx> what does "mousing" do exactly?
[02:02:46] <sbx> thats different from wandering
[02:02:57] <Yuv422> hehe it's probably no different
[02:03:08] <Yuv422> but we could customise wandering a bit
[02:03:26] <Yuv422> maybe make her walk around the walls.
[02:03:37] <Yuv422> like a mouse would probably do. ;)
[02:03:42] <sbx> yeah
[02:03:47] <sbx> maybe she changes frames more?
[02:03:52] <sbx> wiggling about
[02:04:06] <Yuv422> mice can't wiggle :(
[02:04:10] <sbx> aww
[02:04:22] <Yuv422> she's only got four frames
[02:04:27] <sbx> not even u6 mice? :)
[02:04:30] <sbx> poor mouse
[02:04:33] <sbx> what about rats?
[02:04:40] <Yuv422> rats can wiggle
[02:04:51] <Yuv422> they've got 8 frames
[02:05:30] <sbx> do we have tempframes yet?
[02:05:34] <Yuv422> LB gets stuck when he tries to go to bed as well
[02:05:35] <sbx> or tempgraphics
[02:05:43] <Yuv422> temp frames?
[02:05:45] <sbx> does he get stuck on someone?
[02:05:49] <sbx> temp frames like the bed
[02:05:51] <Yuv422> sherry
[02:05:54] <sbx> ok
[02:06:11] <Yuv422> yeah actors should turn into beds
[02:06:22] <Yuv422> when they sleep on the right bed tile.
[02:07:14] <sbx> compile complete
[02:07:33] <sbx> but does it change frames back when they wake up?
[02:07:47] <Yuv422> yes
[02:07:58] <Yuv422> that's what old_obj_n and old_frame_n are for
[02:09:03] <sbx> great
[02:09:06] <sbx> *tries*
[02:09:18] <sbx> oh i cant walk lb
[02:09:23] <sbx> there are gargoyles in the way
[02:09:33] <sbx> heh
[02:09:34] <Yuv422> new savegame?
[02:09:37] <sbx> yeah
[02:09:43] <sbx> but chuckles is still the strange frames
[02:09:45] <sbx> when he wakes up
[02:09:57] <sbx> instead of old frame shouldnt it be "normal frame/obj"
[02:10:00] <sbx> and then "current"
[02:10:12] <sbx> he starts as a bed
[02:10:14] <sbx> in my savegame
[02:10:18] <sbx> because he is asleep
[02:10:31] <Yuv422> hmm
[02:10:56] <Yuv422> I guess because he started asleep his old frame is a bed too.
[02:11:08] <Yuv422> I wonder what that's for then
[02:11:24] <Yuv422> the other set of object frames
[02:11:28] <Yuv422> in objlist
[02:11:49] <Yuv422> maybe the player doesn't see chukles till he transforms out of bed mode
[02:12:06] <Yuv422> due to the attacking gargoyles
[02:12:17] <sbx> the bards at the conservatory dont use the bed
[02:12:25] <sbx> when they go home
[02:12:33] <sbx> i followed them because i knew their numbers
[02:12:39] <Yuv422> what happens?
[02:12:47] <sbx> they just walk to bed and stand on it
[02:13:00] <Yuv422> what are there numbers?
[02:13:23] <sbx> 11 12
[02:13:39] <sbx> they go together and sleep together
[02:15:14] <Yuv422> hmm
[02:15:21] <Yuv422> I see others going to bed correctly
[02:15:27] <sbx> me too
[02:15:31] <sbx> lb for instance
[02:16:25] <Yuv422> looks like we need some deadlock avoidance
[02:16:38] <Yuv422> when the actors cross paths
[02:18:33] <sbx> i disable force_move for that so it would be closer to the original
[02:18:42] <sbx> but it probably would be better if they could move around eachother :)
[02:19:12] <Yuv422> :)
[02:20:26] <sbx> what does preform_worktype mean?
[02:20:29] <sbx> i thought it was a typo
[02:22:05] <Yuv422> hehe typo
[02:23:00] <sbx> oops
[02:23:01] <sbx> k
[02:23:09] <sbx> did ouy fix a date in the ChangeLog?
[02:23:19] <Yuv422> hehe yeah
[02:23:46] <sbx> thought i might have imagined it
[02:23:57] <sbx> im trying to get beg to work again
[02:24:03] <sbx> hes not following not
[02:24:04] <sbx> now*
[02:24:05] <Yuv422> copy and paste mistake, that one. ;0
[02:24:18] <sbx> i understand
[02:24:18] <sbx> ehe
[02:24:19] <Yuv422> who?
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[02:24:22] <sbx> Finn
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[02:35:30] <sbx> his mode keeps changing
[02:35:41] <Yuv422> worktype?
[02:35:44] <sbx> oops
[02:35:48] <sbx> no i set a static var mode
[02:35:55] <sbx> that defines what he does
[02:36:04] <sbx> but Actor::is_nearby returns 1 and then 0 and then 1 and then 0
[02:36:13] <sbx> even if im 2 spaces away
[02:36:20] <Yuv422> hmm strange
[02:36:28] <sbx> it worked before
[02:36:37] <sbx> before what i cant remember :)
[02:38:09] <sbx> what makes more sense to you, bool Actor::is_player(), or bool Player::is_actor(Actor *) ?
[02:38:31] <sbx> or both or neither
[02:38:48] <Yuv422> who needs to know?
[02:39:02] <Yuv422> if an actor is the player?
[02:39:25] <sbx> there are at least 3 places we check that
[02:39:36] <sbx> one at least is in actor
[02:40:06] <sbx> one is in EVent
[02:40:12] <sbx> i dont remember where the other checks are
[02:40:27] <sbx> but i thought about putting them all in that one method
[02:40:56] <Yuv422> I guess Player would always know which actor is the player
[02:41:03] <Yuv422> but does every one know Player
[02:41:10] <Yuv422> maybe it would be better in Actor
[02:41:13] <sbx> right now its if Actor::get_actor_num() == Player::get_actor()->get_actor_num()
[02:41:32] <sbx> actor can ask player
[02:41:46] <sbx> it is a matter of what makes sense from the caller to me
[02:41:46] <Yuv422> maybe keep it in player then
[02:42:04] <Yuv422> as it is related to that class quite strongly. ;)
[02:42:12] <sbx> if(player->is_actor(some actor)) ?
[02:42:43] <Yuv422> or we could have just player->actor
[02:42:49] <Yuv422> and do a compare
[02:42:56] <sbx> thats what we do now
[02:42:59] <Yuv422> but is_actor sounds good to me
[02:43:21] <sbx> ok thx
[02:44:20] <sbx> are actors getting two worktype updates per turn?
[02:44:33] <Yuv422> let me check
[02:44:35] <sbx> wt_beg is getting called twice every time i press space
[02:44:40] <sbx> unless thats some loop i put in it
[02:45:23] <Yuv422> preform_worktype sould get called once per turn
[02:45:25] <Yuv422> I hope
[02:46:41] <Yuv422> unless actors are being updated twice by ActorManager
[02:49:01] <Yuv422> looks like once per turn on my side
[02:51:50] <sbx> oh
[02:51:58] <sbx> theres two actors with that activity
[02:51:59] <sbx> hehe
[02:52:09] <sbx> my printfs failed to include actor_num
[02:52:31] <sbx> id_n
[02:52:53] <sbx> sorry
[02:53:07] <Yuv422> hehe np
[02:54:01] <sbx> a way to unlock any door at any time would be nice
[02:54:50] <sbx> with normal or magical lock
[02:55:01] <Yuv422> yeah
[02:56:43] <sbx> an alt-code for "developer's lockpick"? :)
[02:56:58] <sbx> set a mode that allows any door the be opened
[02:57:18] <sbx> the way it is now, having another movement move and a crosshair to open the door would be too difficult
[02:57:26] <sbx> but you could set a boolean that doors check
[02:58:27] <Yuv422> how do you mean?
[02:59:30] <sbx> bool Event::unlock_doors, Usecode::use_door (if Event::unlock_doors open door no questions asked)
[02:59:42] <sbx> alt-code XXX unlock_doors = true
[02:59:49] <Yuv422> ah k
[02:59:58] <Yuv422> so from then on all doors are unlocked?
[03:00:04] <sbx> no just when you use them
[03:00:09] <sbx> i mean
[03:00:09] <sbx> yes
[03:00:10] <sbx> heh
[03:00:12] <sbx> when you use them
[03:00:19] <sbx> as if you had the key or spell
[03:04:22] <sbx> ok
[03:04:38] <sbx> Finn isnt walking
[03:04:43] <sbx> because the walk was moved
[03:04:52] <sbx> i guess
[03:05:30] <Yuv422> where is his path being set?
[03:05:36] <sbx> wt_beg
[03:05:45] <sbx> he just called swalk
[03:05:50] <sbx> that should make any actor walk
[03:06:27] <Yuv422> no because the pathfinder code was moved into the preform_worktype method
[03:06:32] <Yuv422> based on worktype
[03:06:41] <Yuv422> so you'll need to add bed
[03:06:43] <Yuv422> beg
[03:06:51] <sbx> where?
[03:06:55] <Yuv422> to the walk to location
[03:06:58] <Yuv422> method
[03:07:18] <sbx> but
[03:07:30] <sbx> how do we make an actor walk somewhere from any method?
[03:07:41] <sbx> or in another worktype method even
[03:07:52] <Yuv422> hmm
[03:08:18] <Yuv422> I guess you can't at the moment
[03:08:24] <sbx> heh heh
[03:08:26] <sbx> :\
[03:08:46] <Yuv422> have a look at wt_walk_to_location()
[03:09:21] <Yuv422> this could be moved back to Actor
[03:09:23] <sbx> i did
[03:09:26] <Yuv422> I guess
[03:10:06] <Yuv422> Actor::update
[03:11:13] <sbx> ok :)
[03:11:14] <sbx> how about...
[03:11:26] <sbx> updateSchedule set worktype to walk_to_location
[03:11:33] <sbx> set walk_to_location calls lwalk
[03:12:05] <sbx> preform walk_to_location should change worktype when reached dest
[03:12:46] <sbx> it will have to be called before the pathfinder check in update() because after that pathfinder may be deleted
[03:13:24] <sbx> does that sound ok?
[03:13:44] <Yuv422> U6Actor::updateSchedule already sets worktype to WORKTYPE_U6_WALK_TO_LOCATION
[03:14:05] <sbx> i see
[03:14:10] <sbx> so you just have to remove the lwalk from there
[03:14:17] <sbx> and move it to wt_walk_to_location
[03:14:21] <sbx> right?
[03:14:46] <sbx> wt_walk_to_location that gets called on set that is
[03:15:03] <Yuv422> wt_walk_to_location doesn't generate the path
[03:15:22] <Yuv422> it just walks the path
[03:15:48] <sbx> but if we move the walking then that would be done in update()
[03:15:59] <Yuv422> yes
[03:16:00] <sbx> doesnt walk_to_location also check when at destination?
[03:16:03] <sbx> and change to new worktype
[03:16:06] <Yuv422> yes
[03:16:12] <sbx> so it would still have that function
[03:16:17] <Yuv422> but it isn't U6 specific
[03:16:35] <Yuv422> so it could go in Actor::update
[03:17:29] <Yuv422> the walk path is created by Actor::updateSchedule()
[03:18:03] <Yuv422> just going afk for a bit
[03:18:05] <Yuv422> bbl
[03:18:20] <sbx> ok
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[13:53:42] <Yuv422> time for bed
[13:54:02] <Yuv422> I'll probably post a progress report on the website tomorrow
[13:54:19] <Yuv422> tell people about our new worktype pathfinding stuff.
[13:54:45] <Yuv422> cya
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