#firstname.lastname@example.org logs for 30 Jun 2012 (GMT)Archive Today Yesterday Tomorrow
[00:08:06] <Malignant_Manor> Maybe you can give me mod privileges on the forums so I can delete the spam.
[00:08:59] <Yuv422> I was thinking about the forum
[00:09:47] <Yuv422> would adding a simple challenge question like which ultima is nuvie the engine for?
[00:10:00] <Yuv422> stop the spammers from registering accounts
[00:10:18] <Malignant_Manor> Maybe if the spammer doesn't bother to check.
[00:10:42] <Malignant_Manor> of course, there are three Ultima games it works for
[00:12:22] <Malignant_Manor> One wiki I was moderating is now getting 450+ spam a day.
[00:12:39] <Malignant_Manor> The site owner said he would do something but never did.
[00:14:43] <Malignant_Manor> more than 500 checking it just now
[00:14:50] <Yuv422> I can't imagine that these smappers are doing the registration manually
[00:15:00] <Yuv422> spammer
[00:17:42] <Yuv422> I've given you moderate priv
[00:17:53] <Yuv422> can you see if that allows you to delete posts
[00:18:15] <Malignant_Manor> You already have a captcha color change
[00:18:31] <Yuv422> yeah
[00:18:52] <Yuv422> but it might have been broken
[00:19:15] <Malignant_Manor> Sorry, you do not have permission to read this forum.
[00:19:24] <Yuv422> hehe
[00:19:26] <Yuv422> whoop
[00:19:27] <Yuv422> +s
[00:19:29] <Malignant_Manor> Sorry, no forums to show here.
[00:19:41] <Malignant_Manor> When from the home page
[00:19:50] <Yuv422> how about now?
[00:20:29] <Malignant_Manor> now I deleted a few
[00:20:38] <Yuv422> cool
[00:20:38] <Malignant_Manor> too bad no mass spam
[00:20:43] <Malignant_Manor> removal
[00:20:50] <Yuv422> yeah
[00:21:05] <Yuv422> it's quite an old/basic forum system
[00:21:47] <Yuv422> I must be missing something in the original flee logic
[00:21:59] <Yuv422> because as far as I can see I've coded it write
[00:22:00] <Malignant_Manor> I see no ban option but they don't seem to return
[00:22:32] <Malignant_Manor> I keep seeing a hang with npc 189 update
[00:22:39] <Yuv422> but it will never subtract movement points from the actor if they get stuck trying to flee from the party
[00:23:24] <Yuv422> I've got a fix for flee but it is different to the original logic
[00:23:43] <Malignant_Manor> tried to update schedule for non-movable actor 189
[00:23:50] <Malignant_Manor> I can reproduce
[00:24:03] <Yuv422> could you send me a save?
[00:24:04] <Malignant_Manor> Use the save I had and walk to the docks.
[00:24:13] <Malignant_Manor> Use the skiff and go north
[00:24:31] <Malignant_Manor> Tell me if the save you have doesn't work.
[00:25:25] <Malignant_Manor> It's storming right now so I may lose power.
[00:25:32] <Yuv422> :(
[00:25:49] <Yuv422> nice sunny weather here in Sydney
[00:25:56] <Yuv422> 25degC
[00:26:09] <Malignant_Manor> Only briefly unless it fries the computer.
[00:26:24] <Malignant_Manor> Or it is bad enough to take the lines out.
[00:26:27] <Yuv422> have you got surge protectors
[00:26:49] <Malignant_Manor> Yeah, this one is old.
[00:29:31] <Malignant_Manor> I guess the forum page has the Ultima 6 Engine listed if you change the registration.
[00:30:15] <Yuv422> :)
[00:30:31] <Yuv422> "who is the ruler of britannia?"
[00:31:10] <Malignant_Manor> Dick British, Beast British, Lord British, The imposter of Lord British, The Shadow Lords?
[00:31:19] <Yuv422> hehe
[00:31:58] <Yuv422> I think I've lost track of which save game is yours and which is mine
[00:32:57] <Yuv422> 189 is mondian
[00:33:18] <Yuv422> he shouldn't be moving
[00:33:32] <Malignant_Manor> Probably can just teleport to Skara Brae
[00:37:24] <Malignant_Manor> It hung before I even got to the skiff last time.
[00:37:48] <Malignant_Manor> but no message that was relevant
[00:37:50] <Yuv422> lots of birds in skara brae use the flee worktype
[00:38:01] <Malignant_Manor> Maybe that is it.
[00:38:13] <Malignant_Manor> GDB can't handle loops in Windows
[00:38:22] <Malignant_Manor> so I can't tell for sure
[00:40:14] <Yuv422> if you uncomment the line in dbg() you'll see the loop
[00:40:21] <Yuv422> in init.lua
[00:40:38] <Yuv422> in the stderr/stdout files
[00:41:39] <Yuv422> I'm going to put in my fix for the timid worktype
[00:41:49] <Yuv422> with a comment to say I changed the original logic a bit
[00:41:57] <Yuv422> incase it has issues elsewhere
[00:43:07] <Malignant_Manor> yeah, flee
[00:43:22] <Malignant_Manor> 907 kb file
[00:43:27] <Malignant_Manor> super spammy
[00:43:40] <Yuv422> hehe
[00:43:49] <Yuv422> I've got a fix
[00:44:40] <Yuv422> I tried to replicate the scenario in the original but it wouldn't lockup
[00:45:24] <Yuv422> I think it might be missing something in the main update_all_actors function
[00:46:05] <Yuv422> flee tries to give the actor more turns by not subtracting movement points while they get away from the party
[00:46:39] <Yuv422> but in nuvie if they get stuck and can't get away from the party's avg position they just keep trying and the loop never ends
[00:46:47] <Malignant_Manor> shouldn't it just give extra
[00:46:54] <Malignant_Manor> movement
[00:47:37] <Yuv422> the original saves their movement points to a temp variable then sets their movement points back to that value after they fail to move
[00:49:06] <Malignant_Manor> The problem is, they do get away
[00:49:11] <Malignant_Manor> They are offscreen
[00:49:37] <Yuv422> they need a range of 7 tiles before they stop
[00:49:52] <Malignant_Manor> They don't have the issue when onscreen
[00:50:15] <Yuv422> I made an energy field cage around a fleeing mouse
[00:50:23] <Yuv422> and got the hang while onscreen
[00:54:05] <CIA-68> nuvie: 03efry * r1367 10/nuvie/trunk/ (ChangeLog data/scripts/u6/actor.lua):
[00:54:05] <CIA-68> nuvie: * Changed actor_wt_timid() to stop endless loop when fleeing actor
[00:54:05] <CIA-68> nuvie: was blocked. This should fix bug "Segmentation fault and hanging" 
[00:57:22] <Malignant_Manor> You should make sure temporary actors aren't deleted if they are in the party.
[00:57:42] <Yuv422> could that ever happen?
[00:57:51] <Yuv422> temp actors in party?
[00:58:06] <Malignant_Manor> party all the time
[00:58:15] <Yuv422> ah yeah
[00:58:35] <Malignant_Manor> You can look inside locked and trapped chests in the inventory view
[00:58:55] <Malignant_Manor> You can use a trapped chest and the game will crash
[00:59:35] <Malignant_Manor> maybe not
[00:59:47] <Malignant_Manor> I know I had it crash on a guard in the void
[01:00:12] <Malignant_Manor> didn't crash on a party member in the castle.
[01:03:08] <Yuv422> using a skiff while a party member is poisoned goes into a loop too
[01:03:26] <Yuv422> until the poisoned party member dies
[01:05:07] <Yuv422> actually it's just using the skiff
[01:08:20] <Malignant_Manor> It still hangs
[01:08:29] <Malignant_Manor> at the skiff moving north
[01:09:50] <Yuv422> yeah
[01:09:57] <Yuv422> looking into that now
[01:10:15] <Yuv422> I think it is to do with the party actor
[01:10:37] <Yuv422> it's probably to do with that fix I put in for party member combat movement
[01:18:07] <Yuv422> hehe fixed it
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[01:19:08] <Yuv422> I changed the actor loops from 1,256
[01:19:13] <Yuv422> to 1 to 255
[01:19:27] <Yuv422> which fixed a crash bug the other day
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[01:20:01] <Yuv422> but the problem is that 256 was wrapping to 0 when cast to uint8
[01:20:06] <Yuv422> so it was working
[01:20:18] <Yuv422> now I need to loop from 0,255
[01:20:51] <Yuv422> in some places
[01:21:06] <Yuv422> as the 0 actor is the party actor
[01:21:14] <Yuv422> skiff, ship balloon etc
[01:23:15] <Malignant_Manor> So they will fix it for both bugs?
[01:23:31] <Yuv422> I've got to go back to the original bug
[01:23:50] <Yuv422> to make sure it is fixed for both scenarios
[01:23:59] <Yuv422> bug the bug didn't go in tracker
[01:24:05] <Yuv422> so I need to look in the irc logs
[01:24:19] <Yuv422> I think TheCycoONE raised it
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[01:33:52] <Malignant_Manor> Dungy was here yesterday but talked before I got in irc and left without talking.
[01:34:43] <Yuv422> yeah
[01:34:54] <Yuv422> he is interested in doing an interview with the nuvie team
[01:35:05] <Yuv422> like a 10 questions with... sort of thing
[01:57:58] <Malignant_Manor> Using a horse while in a skiff will delete the skiff.
[01:58:35] <Malignant_Manor> More to add to the tracker
[01:58:44] <Yuv422> hehe
[01:59:07] <Malignant_Manor> Avatar is now a fireplace after getting off horse.
[01:59:20] <Yuv422> as he/she should be ;-)
[02:37:11] <Malignant_Manor> Using a horse while on a balloon also causes deletion plus the game hangs
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[12:06:06] <CIA-68> nuvie: 03efry * r1368 10/nuvie/trunk/ (10 files in 5 dirs): (log message trimmed)
[12:06:06] <CIA-68> nuvie: * Fixed several issues with vehicles.
[12:06:06] <CIA-68> nuvie: * Clean out vehicle actor on startup is not currently the player actor.
[12:06:06] <CIA-68> nuvie: * Include vehicle actor in several script functions.
[12:06:06] <CIA-68> nuvie: * Fixed issues with PartyView display when a member dies in a party of more than 5
[12:06:06] <CIA-68> nuvie: members with the view scrolled down.
[12:06:07] <CIA-68> nuvie: * Added Actor::set_dead_flag() this replaces direct bitwise operations on the status_flag
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[22:24:33] <Malignant_Manor> I've been fixing SE and MD icons and text color.
[22:24:47] <Yuv422> cool
[22:25:02] <Yuv422> the md font needs fixing too :-)
[22:26:01] <Malignant_Manor> There's some regression that is causing MD text not to appear for some views
[22:26:44] <Malignant_Manor> At first, I thought it was my working copy but it was some earlier commit.
[22:31:01] <Yuv422> changes to the font class?
[22:31:16] <Malignant_Manor> I'm not sure what.
[22:31:24] <Malignant_Manor> Something recent
[22:31:38] <Malignant_Manor> SE works but not MD
[22:32:11] <Yuv422> was it me loading the actual md font
[22:32:20] <Malignant_Manor> Maybe
[22:32:21] <Yuv422> instead of using the u6 one
[22:32:43] <Malignant_Manor> I'm looking at 1360 atm to see if it shows there.
[22:33:03] <Malignant_Manor> It still shows the obj text
[22:33:40] <Malignant_Manor> At least, I'm pretty sure it did. No up to date binary atm
[22:36:36] <Malignant_Manor> 1360 shows the font
[22:42:58] <Malignant_Manor> I guess the regression was on my end. I swear I recompiled after reverting my working copy.
[23:24:10] <CIA-68> nuvie: 03efry * r1369 10/nuvie/trunk/ (8 files in 3 dirs):
[23:24:10] <CIA-68> nuvie: * Unblock input when requested from script. eg arrested by guards.
[23:24:10] <CIA-68> nuvie: * Fixed bug "locked and trapped chest contents can be viewed in inventory" 
[23:24:10] <CIA-68> nuvie: Containers are also shut when gotten into inventory.
[23:47:58] <Yuv422> I'm just looking at how the original handled the fumaroles
[23:48:36] <Yuv422> each turn map refresh it scans for volcano or fumarole objects
[23:48:50] <Yuv422> then there is a 1 in 7 chance they will go off each turn
[23:49:16] <Malignant_Manor> That seems pretty frequent.
[23:49:25] <Yuv422> then an earth quake for volcanos or a 1 in 2 chance for fumaroles
[23:49:48] <Yuv422> but a fumarole won't go off if there is a volcano also on the screen
[23:50:26] <Yuv422> or i might be the last object seen
[23:50:47] <Yuv422> either way you can only have one object go off in a given turn
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[23:53:56] <Yuv422> then it just uses the keg explosion
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[23:57:45] <Malignant_Manor> I'm wondering how the view background area is determined for the views so I can line stuff up.
[23:58:02] <Malignant_Manor> The fumaroles are weird.
[23:58:25] <Malignant_Manor> They go off like heck but only under limited conditions.