#nuvie@irc.freenode.net logs for 3 Dec 2003 (GMT)

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[08:32:45] <Yuv422> hi
[08:33:07] <Yuv422> the new party formation stuff is looking good
[08:33:09] <SB-X> yo
[08:33:13] <SB-X> ah
[08:33:16] <SB-X> thx
[08:33:30] <SB-X> not perfect tho
[08:33:32] <Yuv422> my large party hasn't got stuck yet
[08:33:37] <SB-X> heh
[08:33:47] <SB-X> ironically it is easier to get lost now in crowded rooms than in the dungeons
[08:33:52] <Yuv422> I'm getting some segfaults on entering dungeons thou
[08:33:59] <SB-X> i believe i fixed those
[08:34:04] <Yuv422> ah k cool
[08:34:04] <SB-X> im committing some changes now
[08:34:08] <SB-X> try it in a few min
[08:34:17] <Yuv422> I'll fix the temp object bug tonight too
[08:34:21] <Yuv422> but now food time
[08:34:22] <Yuv422> brb
[08:36:25] <SB-X> I think I got that one too
[08:36:31] <SB-X> remove from temp. list when removing from map
[08:42:07] <SB-X> ok you can try that now (when you get back)
[08:46:35] <Yuv422> back
[08:47:12] <Yuv422> did you look at the ship issue?
[08:47:26] * Yuv422 updates cvs
[08:47:49] <SB-X> i couldn't reproduce it
[08:48:02] <Yuv422> get a ship
[08:48:11] <Yuv422> then point it right
[08:48:15] <Yuv422> then exit
[08:48:32] <SB-X> oh that
[08:48:35] <SB-X> heh he?
[08:48:47] <Yuv422> I think it has to do with use actor
[08:48:49] <SB-X> abandon ship
[08:48:56] <Yuv422> hehe
[08:50:51] <SB-X> i really just changed what it prints
[08:51:02] <SB-X> dont know how it would effect it
[08:51:11] <Yuv422> hmm
[08:51:29] <Yuv422> when you exit the boat it chops out the middle
[08:51:30] <SB-X> well, and changed how it prints too, adding a using_actor bool
[08:51:37] <Yuv422> then when you move it segfaults
[08:51:37] <SB-X> oh
[08:52:00] <SB-X> if(using_actor) obj_manager->delete_obj(obj); maybe?
[08:52:02] <Yuv422> hmm
[08:52:14] <Yuv422> are those temp obj fixes in?
[08:52:21] <Yuv422> it is still crashing for me
[08:52:46] <SB-X> what should the fixes be?
[08:53:04] <SB-X> just remove from temp list in remove_obj?
[08:53:09] <SB-X> thats in there :)
[08:53:28] <Yuv422> that will stuff up the temp removal
[08:53:29] <Yuv422> I think
[08:53:33] <Yuv422> let me check
[08:53:50] <Yuv422> yeah
[08:53:53] <Yuv422> double free
[08:54:07] <SB-X> add_obj adds it to temp list
[08:54:19] <SB-X> so i just copied what was there and changed it to remove
[08:54:21] <Yuv422> in void ObjManager::temp_obj_list_clean(uint8 z)
[08:54:50] <SB-X> it shouldnt be in the list
[08:58:25] <Yuv422> I'll just rewrite temp_obj_list_clea
[08:58:27] <Yuv422> +n
[08:59:17] <SB-X> i guess
[08:59:24] <SB-X> i dont get crashes
[09:00:05] <Yuv422> can you do this with a list iterator?
[09:00:17] <Yuv422> iterator = another_iterator + 1;
[09:01:32] <SB-X> i dont think so
[09:01:47] <Yuv422> yeah neither did I.
[09:02:55] <SB-X> iterator = ++another_iterator; ?
[09:03:41] <Yuv422> but another_iterator would be incremented too. :(
[09:03:58] <Yuv422> or would it?
[09:04:28] <SB-X> yeah
[09:04:32] <Yuv422> tmp_obj = obj;
[09:04:33] <Yuv422> tmp_obj++;
[09:04:44] <Yuv422> this is what I'm doing.
[09:04:56] <Yuv422> well
[09:04:59] <Yuv422> tmp_obj = obj;
[09:05:00] <Yuv422> tmp_obj++;
[09:05:00] <Yuv422> remove_obj(*obj);
[09:05:00] <Yuv422> delete *obj;
[09:05:00] <Yuv422> obj = tmp_obj;
[09:05:04] <Yuv422> this actually
[09:06:27] <SB-X> does it work?
[09:07:06] <Yuv422> yup
[09:07:08] <SB-X> actually i dont do much pointer arithmetic but if the iterator is just a pointer than + 1 would work, but it might invalidate it
[09:08:08] <Yuv422> is an iterator an overloaded template?
[09:09:13] <SB-X> yes
[09:18:07] <Yuv422> ok that fix is in
[09:20:37] <Yuv422> I've got 7 people in my party at the moment and they all follow me. :)
[09:21:07] <Yuv422> hmm
[09:21:22] <Yuv422> it looks like you leave the ship then automatically re use it. :('
[09:21:57] <Yuv422> I remember I had this problem when I was first putting the ship code in.
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[09:36:37] <sbx> the syncronization of objects & actors across classes can be tricky
[09:36:39] <sbx> but i think Event::use is doing what it's been doing
[09:36:42] <sbx> and why does it work if your not facing right?
[09:37:16] <Yuv422> it is probably to do with the object being two tiles wide?
[09:37:54] <sbx> but if your facing down it works
[09:38:23] <Yuv422> hmm
[09:39:16] <sbx> btw if I disappear again it is probable because my internet connection went out, and I might not be back for a week or so
[09:39:34] <Yuv422> ah k
[09:39:53] <Yuv422> going anyware exciting?
[09:40:11] <Yuv422> or are you just having an internet free period?
[09:40:38] <sbx> I wasnt going to be gone all last week but my monitor went out and i couldnt finish my work for a few days, then i was busy near the weekend and finally got changes to cvs sent in a couple days ago
[09:40:51] <sbx> they are going to suspend my account because i didnt pay
[09:41:00] <Yuv422> ah k
[09:41:10] <sbx> not terribly exciting no :)
[09:41:49] <Yuv422> check this out.
[09:41:49] <sbx> unless you consider being 55cents short on credit line to pay ISP fees as exciting drama
[09:41:54] <sbx> ;)
[09:41:56] <Yuv422> http://cgi.ebay.com.au/ws/eBayISAPI.dll?ViewItem&item=3061654784&category=15109
[09:42:34] <Yuv422> the guy wants $99 for that! ;)
[09:42:48] <sbx> lol
[09:43:12] <Yuv422> I got my FM-Towns U6 for less than that!
[09:43:20] <sbx> collector's item?
[09:43:31] <Yuv422> well he thinks so at least. :)
[09:43:33] <sbx> don't go to eodon without it
[09:43:51] <sbx> i didn't know there was such a thing
[09:44:12] <Yuv422> it must be quite hard to find
[09:44:34] <sbx> too bad there isn't more description
[09:45:16] * sbx is trying to get pu6e working now.
[09:45:21] <Yuv422> cool
[09:45:27] <Yuv422> how's it going?
[09:45:33] <sbx> ive been compiling the deps for hours
[09:45:46] <sbx> the win binary didnt work for some reason
[09:46:34] <sbx> have you spoken to jim ursetto recently?
[09:46:47] <sbx> i wonder if he has discovered anything else
[09:47:11] <Yuv422> yeah I should send him an email.
[09:47:26] <Yuv422> I check the pu6e webpage from time to time
[09:47:42] <Yuv422> but he hasn't updated in quite some time
[09:47:54] <sbx> did you notice the container objects that aren't containers or eggs?
[09:48:10] <sbx> i used nuvie to print out a list of every object in the world with print_obj
[09:48:15] <sbx> 1.5MB text file
[09:48:18] <Yuv422> cool
[09:48:33] <sbx> and i saw stalagmites with monsters in them
[09:48:45] <Yuv422> interesting
[09:48:45] <sbx> at least thats what nuvie thought
[09:49:11] <sbx> and gems containing objects
[09:49:26] <Yuv422> it might just be some corruption in their map editor?
[09:49:42] <sbx> maybe
[09:49:49] <sbx> i should go look at the gem and see if it dumps its contents
[09:50:25] <sbx> an object is a considered container if the objects following it have IN_CONTAINER bit set and have x set to index to that object?
[09:50:42] <sbx> or is there something else to it
[09:50:53] <Yuv422> nah that's it
[09:51:41] <sbx> and y and z are unknown
[09:52:10] <Yuv422> yeah
[09:55:29] <sbx> any idea why the actor's walking animations are looping back from start?
[09:55:54] <sbx> i posed a bugreport about it
[09:55:54] <Yuv422> how do you mean?
[09:55:56] <sbx> posted*
[09:56:16] <sbx> you notice it if you walk slowly
[09:56:23] <sbx> something in set_direction()
[09:56:49] <Yuv422> has it got to do with twitching
[09:56:54] <Yuv422> while walking?
[09:57:17] <sbx> it might, but its very consisted and twitching is not as much so
[09:57:21] <sbx> consistent*
[09:57:31] <Yuv422> maybe we should disable twitching while walking
[09:57:39] <sbx> i never noticed this before
[09:57:47] <sbx> before recently
[09:57:56] <sbx> if it was just twitching i'd think you would see them complete the walking animation once in a while
[09:59:21] <Yuv422> I wonder how we can disable twitching while walking?
[10:01:04] <Yuv422> I like the new actor printout BTW :)
[10:01:34] <Yuv422> do you know how to calculate max magic?
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[10:17:18] <SB-X> eek
[10:17:30] <Yuv422> can I have some cheese?
[10:17:43] <Yuv422> sqweek
[10:17:45] <SB-X> squirk?
[10:17:57] <Yuv422> :)
[10:18:07] <SB-X> i was talking in here not knowing that it wasnt going through, again
[10:18:16] <Yuv422> :(
[10:18:26] <SB-X> just saying i didn't know about max magic, i was usually more of a melee combat avatar
[10:18:35] <SB-X> it could be int*2 or int/2 or neither
[10:18:41] <SB-X> and i got some values from the game in dosbox
[10:18:48] <SB-X> Nuvie int32 mag46, Dupre int17 mag0, Shamino int18 mag9, Iolo int17 mag8, sherry int12 mag0
[10:19:33] <Yuv422> hmm
[10:21:26] <Yuv422> I have 20 savegames in my ultima directory :)
[10:23:12] <SB-X> I just have 6
[10:23:30] <SB-X> 8
[10:24:26] <Yuv422> when a ship is pointing left the back is two tiles
[10:24:32] <Yuv422> but they are virtical
[10:24:36] <Yuv422> vertical
[10:24:48] <Yuv422> so it doesn't trick the use
[10:25:31] <SB-X> use_boat_find_center?
[10:30:44] <Yuv422> event::use gets the front of the boat when you say use
[10:31:04] <Yuv422> player->get_location(&x,&y,&level);
[10:31:05] <Yuv422> obj = obj_manager->get_obj((uint16)(x+rel_x), (uint16)(y+rel_y), level);
[10:31:47] <SB-X> but it just passes it to usecode
[10:32:00] <Yuv422> so it skips the using actor bit
[10:33:40] <SB-X> oh?
[10:33:50] <SB-X> hmm
[10:33:56] <Yuv422> IIRC you use the actor 0 to exit the ship
[10:34:52] <SB-X> ok its changed to always try actor first, you cant use any object that an actor is standing over
[10:34:56] <SB-X> if its*
[10:38:30] <SB-X> eh
[10:38:32] <SB-X> i dont have glut.h
[10:41:03] <Yuv422> hmm
[10:41:18] <Yuv422> do you haveglut installed?
[10:42:21] <SB-X> no
[10:42:30] <SB-X> that would explain it
[10:42:34] <Yuv422> ;)
[10:42:38] <SB-X> it is a prerequesite for PyOpenGL
[10:42:50] <Yuv422> hehe fancy that.
[10:44:59] <Yuv422> maybe we could have a in_ship flag?
[10:45:09] <Yuv422> do we have a flag like that already?
[10:46:07] <Yuv422> maybe we could put it in Party
[10:46:14] <Yuv422> in_vehicle
[10:48:22] <SB-X> it doesnt seem like an ideal solution to this problem
[10:48:33] <SB-X> but would be helpful in general
[10:49:06] <SB-X> why doesnt get_obj return the center of the ship?
[10:49:27] <Yuv422> I'm checking that now
[10:50:52] <SB-X> what i mean didnt seem ideal, would be to have a specific check for vehicle in Event::use
[10:51:10] <Yuv422> oh no
[10:51:13] <SB-X> but checking it in U6UseCode::use_boat looks as good or better than what it does now
[10:51:15] <Yuv422> it would be in Udecode
[10:51:24] <Yuv422> usecode
[10:51:28] <SB-X> oic
[10:52:47] <Yuv422> the problem with the find center routine is the ship has no center object
[10:52:53] <Yuv422> because it is an actor
[10:54:29] <Yuv422> so the get_obj call returns the same obj.
[10:54:31] <Yuv422> :(
[10:55:58] <Yuv422> hmm
[10:56:03] <Yuv422> we could return NULL
[10:56:15] <Yuv422> then we would know that we were in the boat
[10:56:22] <Yuv422> so we could get out. :)
[10:56:35] <Yuv422> it isn't very intuitive but it would work
[10:56:45] <SB-X> what if there really is no center?
[10:56:47] <Yuv422> it should be ok if I comment what it is doing.
[10:57:01] <Yuv422> oh yeah
[10:57:08] <Yuv422> I forgot about tha.
[10:57:10] <Yuv422> that
[10:57:16] <Yuv422> the broken boats
[10:57:43] <Yuv422> if NULL and actor 0 is visible?
[10:57:43] <SB-X> you could check an in_vehicle() method there couldnt you?
[10:58:15] <SB-X> the in_vehicle would have been set when you used it the first time
[10:58:24] <Yuv422> yeah I'm sure an in_vehicle flag would be handy for other things.
[10:58:30] <Yuv422> yes
[10:58:39] <SB-X> i mean for this
[10:58:46] <SB-X> then you dont need to find the center do you?
[10:59:12] <Yuv422> we still need to find the center for actor actor position etc.
[10:59:13] <SB-X> the center is the ship actor by default
[11:00:07] <Yuv422> what happens if we try to use another ship while in a ship?
[11:01:32] <Yuv422> I'll add the in_vehicle code now
[11:01:52] <SB-X> well we know that original u6 didn't like that either
[11:02:00] <Yuv422> true
[11:02:17] <Yuv422> but that doesn't mean we can't do it better. ;)
[11:02:39] <Yuv422> unless we are ultra pureists. :P
[11:03:20] <SB-X> in this case i think it would just exit your ship
[11:03:29] <Yuv422> yeah
[11:03:32] <SB-X> and not delete the other one like u6 did
[11:04:40] <SB-X> or, use_boat_find_center could make an obj from the vehicle if in_vehicle is set?
[11:04:46] <SB-X> and return that
[11:07:55] <Yuv422> void set_in_vehicle(bool value) { in_vehicle = value; }
[11:07:56] <Yuv422> bool is_in_vehicle() { return in_vehicle; }
[11:18:07] <Yuv422> hmm
[11:18:09] <Yuv422> almost there
[11:18:20] <Yuv422> no I can't use the actor to exit
[11:18:22] <Yuv422> ;)
[11:18:27] <Yuv422> when pointing left
[11:19:08] <Yuv422> and I'm double freeing somthing
[11:20:44] <Yuv422> oh and you can't leave skiffs
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[11:52:45] <Yuv422> hmm
[11:52:50] <Yuv422> It's looking good
[11:56:00] <Yuv422> this code won't handle the using a balloon while in a ship.
[11:56:13] * Yuv422 wonders if anyone would ever try that anyway?
[12:06:11] <Yuv422> ok my ship changes are in CVS now
[12:18:17] <Yuv422> ok time for bed
[12:18:19] <Yuv422> cya
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[15:41:49] --- Topic for #nuvie is: Nuvie - New Ultima VI Engine (http://nuvie.sf.net)
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[23:28:11] <Dominus> hi, long time no being here
[23:28:32] <Dominus> how the... did you ever find a copy of FM Towns to auction?
[23:43:33] <sbx> hi
[23:43:47] <sbx> yuv422 has a copy now
[23:43:54] <Dominus> yeah, I know
[23:44:08] <Dominus> I meant to speak to him and therefore to the log
[23:44:10] <Dominus> :-)