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[08:37:08] <sbx> hi
[08:37:31] <sbx> nice monster stats eh?
[08:51:22] <Yuv422> hey sbx
[08:51:23] <Yuv422> yeah
[08:51:36] <Yuv422> I was quite excited to see that info sitting there.
[08:52:14] <sbx> did you make a formatted into table version?
[08:52:22] <sbx> we can put it in cvs
[08:52:23] <Yuv422> yes
[08:52:31] <sbx> heh
[08:52:32] <sbx> i did too
[08:52:38] <Yuv422> hehe
[08:52:51] <Yuv422> I think some codes are missing
[08:53:14] <sbx> I don't know what a lot of it means
[08:53:20] <Yuv422> OJ
[08:54:03] <sbx> or the difference between specials in brackets  and not
[08:54:22] <sbx> and the 2 letter suffixes behind frame numbers
[08:54:44] <Yuv422> dt double tile
[08:54:54] <Yuv422> qt quadruple tile
[08:55:07] <Yuv422> mt multitile
[08:55:11] <sbx> ah k
[08:55:12] <Yuv422> just a guess
[08:55:54] <Yuv422> maybe the brackets are spells know to the monster?
[08:56:01] <Yuv422> know=known
[08:56:23] <sbx> oh
[08:56:36] <sbx> and the letters are mantras?
[08:56:41] <sbx> whats OJ then?
[08:56:50] <Yuv422> it was just a guess
[08:57:01] <sbx> i'm not up on my magic
[08:57:45] <sbx> i thought it was a good guess
[08:58:29] <sbx> but rat (giant) has [IN]
[08:59:58] <sbx> I like having Combat Strategies list too.
[09:00:26] <Yuv422> yes lots of juicy info here
[09:02:14] <sbx> i think worktype 0x0c might be combat strategy "graze"
[09:02:33] <sbx> they are the low wt numbers
[09:02:38] <Yuv422> yes I was thinking that too
[09:05:41] <sbx> My computer has been crashing randomly so if I disappear that is probably what happened.
[09:05:48] <Yuv422> :(
[09:05:51] <Yuv422> that's no good
[09:07:11] <Yuv422> any thoughts on this bug? http://sourceforge.net/tracker/index.php?func=detail&aid=908994&group_id=76419&atid=547063
[09:08:11] <Yuv422> looks like we refresh the backingstore tolate
[09:08:30] <Yuv422> it should be restored before the other windows are redrawn.
[09:09:45] <Yuv422> it also corrupts if you have your cursor in the MsgScroll while you exit a conversation.
[09:10:07] <sbx> isn't it restored before anything is drawn (cursor::clear)
[09:11:31] <sbx> the keyboard doesn't work for me
[09:12:45] <sbx> why does it corrupt when you exit a conversation but not if you just press enter outside a conversation?
[09:13:25] <sbx> it should be exactly the same
[09:14:20] <sbx> Ah I see the first one now, (quit window).
[09:14:33] <sbx> this was tested extensively but I forgot you could exit quit with y/n so didn't test that
[09:16:42] <sbx> can we just full_redraw the entire screen when a dialog opens/closes? :)
[09:17:44] <Yuv422> hehe I thought that was what we did do
[09:18:07] <Yuv422> bbl going to try and debug this crash with audio disabled on win32
[09:18:11] <sbx> I don't know if that is a proper solution or not
[09:18:13] <sbx> ok
[09:18:36] <sbx> (low prioritizes bug)
[09:27:05] <Yuv422> hmm
[09:27:19] <Yuv422> I can't get my win32 version to segfault with audio disabbled
[09:29:00] <sbx> I'd try if I was using win32 now
[09:30:23] <sbx> I went ahead and made the generic "thing" object which can point to an object or an actor.
[09:30:55] <sbx> Because I can pass it as the data via a callback with a HIT_SOMETHING message
[09:31:07] <sbx> when an animation hits an object or actor on the map
[09:31:30] <Yuv422> why do you need to know that?
[09:31:55] <sbx> to call their hit function
[09:32:05] <sbx> I don't know why for an object yet
[09:32:15] <sbx> but may be useful
[09:32:43] <Yuv422> maybe the thing that fires the device should know if it hits anything?
[09:32:51] <sbx> In any event, then I don't need a HIT_ACTOR and HIT_OBJECT msg
[09:32:53] <sbx> yeah
[09:32:58] <sbx> thats what is receiving the message
[09:33:05] <sbx> I don't know about ships
[09:33:09] <sbx> but the cannon does
[09:35:01] <Yuv422> does this mean animation sprites are at tile level?
[09:36:34] <Yuv422> looks good
[09:36:48] <sbx> I handle them as tiles and give them world coordinates, but they are drawn last
[09:37:01] <sbx> and nothing else knows about them, only animmanager
[09:37:12] <Yuv422> right
[09:37:28] <Yuv422> anythoughts on full window animations
[09:37:32] <Yuv422> like earthquake
[09:37:36] <sbx> that file doesn't compile yet im still working on it :)
[09:37:38] <Yuv422> magic effects
[09:37:44] <Yuv422> righto
[09:37:45] <sbx> full mapwindow?
[09:37:49] <sbx> or full screen
[09:38:01] <Yuv422> effects that takeup the whole mapwindow
[09:38:03] <sbx> I dont even know if there would ever be any sprite animations outside the mapwindow
[09:38:07] <sbx> ah
[09:38:14] <Yuv422> like the shaking effect used for earthquake
[09:38:19] <sbx> some of them were palette stuff
[09:38:29] <Yuv422> or the rain effect for storm cloak
[09:38:35] <sbx> the earthquake we can do with an Anim accessing mapwindow functions
[09:38:44] <Yuv422> yeah the magic ones were paletteized
[09:39:09] <Yuv422> I'd like to add a nice looking rain effect
[09:39:25] <sbx> earthquake: we can make a timed quake anim that uses mapwindow methods to shift the screen map in different directions (half a space in a random direction twice a second)
[09:39:31] <sbx> hehe
[09:39:34] <sbx> better than original?
[09:39:36] <sbx> i don't remember it
[09:39:49] <Yuv422> I always remember walking around with my storm cloak on
[09:39:58] <Yuv422> yes the original was pretty poor
[09:40:07] <Yuv422> we need a nice blended rain
[09:40:14] <Yuv422> like zelda on snes
[09:40:20] <sbx> haha
[09:40:26] <sbx> that is what I was thinking too
[09:40:36] <Yuv422> cool
[09:40:43] <sbx> top 10 videogame moments
[09:40:51] <sbx> zelda3 before entering hyrule castle
[09:40:53] <Yuv422> I agree
[09:41:03] <sbx> well, it is better than u6 rain at least
[09:43:32] <Yuv422> it shouldn't be too hard to implement
[09:43:40] <Yuv422> maybe we can get servus on the case
[09:43:51] <Yuv422> he likes programming that sort of stuff. ;-)
[09:44:05] <sbx> it is less advanced than alphaglobes
[09:44:18] <Yuv422> yes
[09:52:31] <wjp> hi
[09:52:54] <sbx> hey wjp
[09:53:03] <Yuv422> hi
[09:53:19] <sbx> thanks for converting my NULL string* to empty string
[09:53:41] <wjp> np :-)
[09:53:47] <wjp> I hope it didn't break anything :-)
[09:54:43] <sbx> No I don't think so. I might have thought empty strings would be treated special somewhere, but I don't see that they are now.
[09:55:04] <Yuv422> they used to be
[09:55:10] <Yuv422> with the Old MsgScroll
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[10:09:17] <Yuv422> hi armav
[10:09:26] <armav> i saw that you were wondering what "oj" in the monster table means
[10:09:35] <armav> i think it means "ort jux" (magic arrow spell)
[10:09:53] <Yuv422> ah k
[10:10:13] * Yuv422 goes and gets his compendium
[10:11:26] <armav> axe = an xen ex (charm spell)
[10:14:26] <Yuv422> what about IN?
[10:14:53] <Yuv422> maybe that should be INP
[10:15:33] <Yuv422> In Nox Por poison
[10:16:03] <sbx> those rats can poison you
[10:16:16] <armav> maybe "in nox" is a spell only available to monsters
[10:16:27] <Yuv422> could be
[10:16:49] <armav> a spell without visible effects that only works against creatures on adjacent squares
[10:17:01] <sbx> or is part of their attack
[10:24:03] <sbx> LB does more dmg than a glass sword
[10:28:22] <Yuv422> not when he's sleeping. ;-)
[10:31:40] <sbx> oh, do you know what causes that?
[10:31:49] <Yuv422> no
[10:31:57] <Yuv422> probably hardcoded
[10:32:03] <Yuv422> like everything else
[10:32:04] <Yuv422> ;)
[10:32:12] <sbx> they don't apply IMmortal to temp obj_n?
[10:32:19] <sbx> sleep obj_n
[10:32:32] <Yuv422> not sure
[10:45:09] <sbx> got to go
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