[01:21:47] --> Kirben has joined #nuvie
[05:17:21] --> sbx has joined #nuvie
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[05:32:57] <Yuv422> HI
[05:33:07] <Yuv422> or should I say 'hi'
[05:37:56] <sbx> Good $T $G $P. That's quite a wit you got there, to think of `$Z', or my names not $N!
[05:37:56] <Eclair> hehe
[05:37:59] <Eclair> how art thou?
[05:41:00] <sbx> #0) $Y #1) $Y #2) $Y #3) $Y #4) $Y #5) $Y A'Which a dese?
[05:41:38] * Yuv422 thinks sbx has been working with converse scripts for too long! ;)
[05:43:06] <Yuv422> I've hooked up karma in Player for you sbx.
[05:43:13] <Yuv422> and player name and time of day
[05:43:24] <sbx> i havnt figured out $Y though :\
[05:43:38] <Yuv422> who says $Y?
[05:44:09] <sbx> i saw the changelog but havnt tested yet
[05:44:24] <sbx> shopkeepers say y
[05:44:24] <sbx> $Y
[05:44:40] <sbx> it evaluates to a player name i think
[05:44:40] <sbx> i mean a party member name
[05:44:56] <sbx> i havnt really looked at it that much
[05:45:07] <Yuv422> party member names are stored in objlist
[05:45:28] <Yuv422> to save looking them up from converse
[05:47:00] <sbx> ok
[05:47:34] <Yuv422> I'll add actor inventories soon
[05:47:40] <sbx> i assumed the object that holds party-member information will have pointers to Actors to get their names
[05:48:19] <Yuv422> yes most probably
[05:49:36] <Yuv422> actors sit on chairs now too. :)
[05:50:24] <sbx> i saw the chan log, about LordBritish :)
[05:50:33] <Yuv422> ;)
[05:50:38] <sbx> did you see if any of the actors have strange frames when sitting?
[05:50:57] <Yuv422> I haven't added support for LB's throne yet
[05:51:08] <sbx> previously one of the bards at the conservatory was changing into all kinds of crazy frames
[05:51:23] <sbx> he is a bard who sits with a lute
[05:51:23] <sbx> kenneth i think
[05:51:33] <Yuv422> yes bards frames are seperate
[05:51:51] <Yuv422> when sitting playing.
[05:52:09] <Yuv422> they will need to be handled with a worktype code
[05:52:57] <Yuv422> I'll do some more research into worktypes too
[05:53:29] <Yuv422> I'm going to reorder some things to better handle the turn based clock.
[05:53:32] <sbx> this might all be simpler if it went through a single per-game object handling class
[05:53:32] <sbx> you can have special things happen when some object-types are "touched"
[05:54:28] <Yuv422> yeah we need to handle cave's that way too. and mirrors
[05:54:43] <Yuv422> maybe we should look at getting the usecode classes started.
[05:55:05] <sbx> reorder?
[05:55:14] <Yuv422> ?
[05:56:34] <sbx> what are your reordering to better handle the clock?
[05:56:43] <Yuv422> are you having link trouble sbx?
[05:57:29] <sbx> im just downloading something using all my bandwidth
[05:57:42] <Yuv422> we need a way to tell actormanager when the clock has been updated
[05:57:50] <Yuv422> so the actors can move themselves around
[05:58:39] <Yuv422> I think we're making good progress.
[05:59:00] <Yuv422> maybe we should package a release soon. ;P
[05:59:13] <Yuv422> or at least provide some binary snapshots
[05:59:29] <sbx> have Event check the clock for updates, and do things that have previously been registered with clock tick
[05:59:46] <sbx> (release) sbx agrees :)
[06:00:12] <Yuv422> yeah at the moment event doesn't know about GameClock
[06:00:23] <Yuv422> so I'll have to reorder things a bit. ;)
[06:00:41] <Yuv422> I'll take some time to clean things up a bit
[06:00:58] <sbx> if it has to work the other way around, GameClock can emit a signal of some kind to Event
[06:01:21] <Yuv422> hmm yeah that could work
[06:01:29] <Yuv422> I'll figure somthing out
[06:01:42] <Yuv422> maybe a clockchanged event
[06:02:22] <Yuv422> are you ready for actor indentories?
[06:02:29] <Yuv422> inventorys
[06:02:43] <sbx> ready as i can be
[06:03:04] <Yuv422> any suggestions as to how you'd like to access actor inventorys?
[06:03:16] <sbx> add_item
[06:03:18] <sbx> delete_item
[06:03:23] <sbx> oops
[06:03:26] <sbx> new_item, delete_item
[06:03:32] <sbx> move_item
[06:03:36] <sbx> (between actors)
[06:03:39] <Yuv422> right
[06:03:49] <Yuv422> do you need to check for items?
[06:03:54] <sbx> yeah
[06:04:00] <sbx> but i havnt looked at how its done yet
[06:04:05] <Yuv422> right
[06:04:20] <sbx> probably just needs quality and objnum
[06:04:26] <Yuv422> well that is enough for me to get started on that.
[06:04:29] <sbx> there is weight checks too
[06:04:30] <sbx> ok
[06:04:54] <Yuv422> so converse checks to see if an actor can carry the item?
[06:05:00] <sbx> yeah
[06:05:04] <Yuv422> right
[06:05:27] <Yuv422> I'll add these methods to Actor
[06:05:43] <Yuv422> new, delete, check, move
[06:06:01] <sbx> how about find or search instead of check?
[06:06:06] <sbx> i think its like a search
[06:06:10] <Yuv422> yes
[06:06:11] <sbx> "if npc has item X"
[06:06:29] <Yuv422> is it only searching object number?
[06:06:32] <sbx> actually what they are called wont bother me :)
[06:06:36] <sbx> no it probably uses quality too
[06:06:40] <sbx> i think it would have to
[06:06:43] <sbx> not sure what else
[06:06:49] <Yuv422> how does it check for gold?
[06:07:07] <Yuv422> gold object with x qty?
[06:07:21] <sbx> is the amount of gold in quantity?
[06:07:26] <sbx> i guess it needs quantity then
[06:07:45] <sbx> or you can have a count method
[06:07:48] <sbx> if you want it more simple
[06:08:08] <Yuv422> does it handle party gold as one single amount?
[06:08:22] <Yuv422> if so then we'll need party to handle that.
[06:08:27] <sbx> no
[06:08:33] <sbx> the person who is buying is checked
[06:08:40] <Yuv422> right
[06:08:45] <Yuv422> that makes it easier.
[06:08:56] <sbx> you can tell iolo to split your gold or give it all to the avatar
[06:11:11] <sbx> completely unrelated - when/if you make a gameobject or usecode class class and it handles special cases of actors stepping on tiles, it will be fastest to have a quick table lookup for the object
[06:11:27] <sbx> the table can have the func to be called
[06:11:52] <Yuv422> what's slow is retrieving the obj from objmanager
[06:12:03] <sbx> just the number even?
[06:12:22] <Yuv422> as it needs to search through a linked list to get the object at a pos
[06:12:37] <Yuv422> and the linked list holds all objects in the super chunk
[06:12:57] <sbx> does mapwindow have to get them all every time it redraws?
[06:13:06] <Yuv422> and if you're on the edge of four super chunks it has to do it maybe four times
[06:13:23] <Yuv422> every time the map is moved.
[06:13:33] <Yuv422> wait yes every time it redraws
[06:13:41] <Yuv422> that's why it is sooo slow :(
[06:13:48] <Yuv422> it really needs to be reworked.
[06:13:49] <sbx> i like the sitting in chars btw trying it now
[06:13:54] <Yuv422> :)
[06:14:12] <sbx> we need a really fast way to get object number at a location
[06:14:20] <Yuv422> yes
[06:14:25] <sbx> are caves and holes objects?
[06:14:30] <Yuv422> yes
[06:14:40] <sbx> and chairs?
[06:14:51] <sbx> and fields?
[06:14:57] <Yuv422> everything is an object except for the first 256 tiles
[06:14:59] <sbx> and fireplaces?
[06:15:00] <sbx> aah
[06:15:01] <sbx> hehe
[06:15:02] <sbx> okay
[06:15:08] <sbx> this is great
[06:15:20] <Yuv422> what's that?
[06:15:24] <sbx> only have to do special things when someone steps on an object
[06:15:29] <sbx> not every step
[06:15:36] <Yuv422> yes
[06:15:52] <Yuv422> and actors only move when the avatar does
[06:16:15] <Yuv422> we still need to redraw alot to handle the palette rotations and animations :(
[06:16:48] <sbx> you only have to redraw those tiles though
[06:17:03] <sbx> make rectangle list of things to redraw
[06:17:04] <Yuv422> maybe we could list objects by chunk
[06:17:30] <sbx> but every chunk has all kinds of objects
[06:17:48] <Yuv422> sorry I ment 8x8 tiles
[06:17:55] <Yuv422> maybe 32x32 tiles
[06:18:14] <Yuv422> that would be 1024 lists
[06:18:26] <sbx> also only things that are near the player needs to be updated
[06:18:34] <Yuv422> and only 16 per superchunk
[06:18:40] <Yuv422> yes
[06:18:41] <sbx> how big is a superchunk?
[06:18:47] <sbx> 256?
[06:18:47] <Yuv422> 128x128
[06:18:50] <sbx> oh
[06:19:05] <Yuv422> or 256x256 for the dungeons
[06:19:25] <sbx> i think in the original, if an npc walks of the screen and you follow, they are gone
[06:19:35] <Yuv422> yes
[06:19:36] <sbx> admittedly it was hard to follow npcs since they could walk 2 steps per avatar's 1 step
[06:19:44] <sbx> but if you could, i think you would find that they just disappear
[06:19:46] <sbx> teleport to dest
[06:19:49] <Yuv422> magically teleported to their next scheduled location
[06:20:38] <Yuv422> they didn;t make much effort to pathfind to their next location
[06:20:43] <sbx> did you fix people in bed?
[06:20:52] <sbx> keep them from moving i mean
[06:20:52] <sbx> heh
[06:20:53] <sbx> no
[06:20:58] <sbx> i noticed they just make an L curve
[06:21:06] <sbx> to the edge of the screen closest to dest
[06:21:16] <sbx> if something is blocking them they just stop
[06:21:17] <Yuv422> no body should be moving ATM
[06:21:21] <sbx> oh ok
[06:21:31] <sbx> nm chuckles moved out of bed
[06:21:33] <Yuv422> because I've added schedules now
[06:21:41] <sbx> can they teleport?
[06:21:46] <Yuv422> yes
[06:21:47] <Yuv422> :)
[06:21:48] <sbx> hehe
[06:21:55] <sbx> chuckles teleported out of bed
[06:22:01] <sbx> but he is still half a bed
[06:22:13] <Yuv422> he oh dear that doesn't sound good
[06:22:21] <Yuv422> +he
[06:22:48] <sbx> how many passes do i wait before lb teleports to the dining area
[06:22:58] <Yuv422> what time is it?
[06:23:03] <sbx> how do i find out?
[06:23:08] <Yuv422> he goes their at 12:00
[06:23:17] <Yuv422> it will print that out to stdout
[06:23:24] <Yuv422> every hour
[06:23:25] <sbx> ah i see
[06:23:28] <Yuv422> and when it starts
[06:23:31] <sbx> my console was behind another window
[06:24:19] <sbx> does passing advance the clock?
[06:24:32] <Yuv422> I think I forgot to put that in.
[06:24:36] <Yuv422> let me check.
[06:24:52] <sbx> how about walking into a wall
[06:25:08] <Yuv422> walking into a wall will advance
[06:25:15] <sbx> good
[06:25:17] <Yuv422> but pass hasn't been hooked up yet
[06:25:20] <sbx> thats what hes doing
[06:25:21] <sbx> ok
[06:25:33] <sbx> woah
[06:25:41] <sbx> all three of them disappeared
[06:25:46] <sbx> but LB changed into a harpsichors
[06:25:49] <sbx> harpsichord*
[06:25:53] <Yuv422> really?
[06:25:56] <Yuv422> where are you?
[06:25:57] <sbx> haha
[06:25:58] <sbx> its chuckles
[06:26:00] <sbx> the throne room
[06:26:07] <sbx> Thou dost see a person sleeping
[06:26:11] <Yuv422> hmm
[06:26:20] <Yuv422> chuckles is ok for me
[06:26:20] <Eclair> HAHA
[06:26:21] <Eclair> that's funny
[06:26:33] <sbx> he has to be sleeping
[06:26:36] <sbx> its anyone who is asleep
[06:26:41] <sbx> who starts out sleeping that is
[06:26:48] <Yuv422> ah yes
[06:26:52] <Eclair> tha't REALLY halrious
[06:26:58] <Yuv422> because of frame_n
[06:28:41] <sbx> im sending you a screenshot
[06:28:57] <Yuv422> righto
[06:29:08] <Yuv422> maybe we should put it on the website. :)
[06:30:08] <Yuv422> hehe
[06:30:28] <Yuv422> must be problems with the moongates again! ;)
[06:31:11] <sbx> at least he didnt explode then
[06:31:15] <sbx> or maybe that wouldve been a good thing
[06:31:35] <Yuv422> finally LB is useful for somthing. *g*
[06:32:19] <sbx> i guess cove isnt a magical animated object land anymore
[06:32:31] <sbx> the injured soldiers just stay in bed
[06:34:33] <sbx> okay thats odd
[06:34:44] <sbx> nuvie thinks the shrine of compassion is exodus
[06:35:26] <sbx> and if i say diligence it crashes
[06:35:31] <sbx> :\
[06:36:14] <sbx> on a more important issue, should the the dots that appear on startup "......" have a newline at the end?
[06:42:52] <Yuv422> hehe I'll make dots top priority
[06:42:53] <Yuv422> brb
[06:43:14] <Yuv422> shrines are incorrect at the moment I think
[06:43:37] <Yuv422> remeber they were flipped when we last checked.
[06:43:42] <sbx> oh right
[06:44:15] <Yuv422> I'll have to look into shrine objects
[06:44:26] <Yuv422> they might be temp objects
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[06:55:57] <Yuv422> hmm
[06:56:24] <Yuv422> if chuckles looked like he was sleeping that means they change their obj_n when sleeping
[06:56:50] <sbx> he looked like a harpsichord
[06:57:23] <Yuv422> strange
[06:58:01] <Yuv422> ah that must be LB
[06:58:23] <Yuv422> or I guess it could be chuckles
[06:58:58] <sbx> it was chuckles
[06:59:00] <sbx> i talked to him
[06:59:10] <sbx> his lookstring was "person sleeping"
[06:59:41] <Yuv422> that would suggest that he's got a different obj_n
[06:59:50] <Yuv422> can you check in a debugger?
[06:59:56] <sbx> no
[06:59:58] <sbx> he really was asleep before that
[07:00:02] <sbx> oops
[07:00:06] <sbx> i thought you said did i check
[07:00:06] <sbx> i can
[07:00:12] <Yuv422> thanks
[07:00:27] <sbx> what am i looking for?
[07:01:07] <Yuv422> break in Event:Look()
[07:01:26] <Yuv422> and step into map_window->lookAtCursor
[07:01:40] <Yuv422> or break there if you prefer
[07:02:47] <Yuv422> then look at a_num
[07:02:52] <Yuv422> in Actor
[07:04:30] <sbx> actor->a_num is 146
[07:05:17] <Yuv422> hmm
[07:05:37] <Yuv422> let me check mine for chuckles
[07:06:25] <Yuv422> 383
[07:06:49] <sbx> what does a_num contain again?
[07:06:59] <Yuv422> obj_n
[07:07:04] <Yuv422> I'll change it
[07:07:10] <Yuv422> it is really confusing. :)
[07:07:10] <sbx> heh heh
[07:07:11] <sbx> ok
[07:07:28] <sbx> thats cause hes not a harpsichord in yours
[07:07:28] <Yuv422> here's the problem
[07:07:31] <sbx> or a person sleeping
[07:07:42] <Yuv422> how do we go back from sleeping person to jester
[07:07:58] <Yuv422> if we've got the jester sleeping when we load the datafiles
[07:08:18] <Yuv422> there must be an original obj_n stored someware
[07:08:34] <sbx> and its not since he starts out asleep
[07:10:04] <Yuv422> can you tell me what you've got at 0x159d in objlist?
[07:11:35] <sbx> ok
[07:12:18] <sbx> 0f
[07:12:33] <Yuv422> then 0x17
[07:12:51] <Yuv422> brb
[07:12:52] <sbx> no then 0f
[07:12:58] <sbx> ok
[07:14:29] <Yuv422> hmm
[07:14:52] <Yuv422> what about at 0x414
[07:15:18] <sbx> 25
[07:15:44] <sbx> a column of 25's in the 4th column
[07:15:45] <Yuv422> 25 62
[07:15:54] <sbx> 257f
[07:16:35] <Yuv422> and chuckles is in bed?
[07:16:36] <sbx> you think there is unknown data that tells what object is associated with an object/framenum at a particular time?
[07:16:38] <sbx> yeah
[07:17:54] <Yuv422> what about at 0x1603
[07:18:11] <sbx> 25 7f
[07:18:38] <Yuv422> :(
[07:18:43] <sbx> :?
[07:20:38] <sbx> what are these numbers?
[07:20:53] <Yuv422> obj_n, frame_n
[07:21:04] <sbx> are the wrong?
[07:21:06] <Yuv422> I'm taking obj_n, frame_n from 0x400
[07:21:08] <sbx> they*
[07:21:32] <Yuv422> but it seems to be duplicated at 0x15f1
[07:21:42] <Yuv422> slightly off though
[07:21:52] <Yuv422> so I thought these could be the non sleeping values
[07:21:53] <sbx> one could be "base" object
[07:21:56] <sbx> other is "current"
[07:22:04] <Yuv422> that's what I thought
[07:22:14] <Yuv422> but chuckles seemed to be the same for you
[07:22:19] <Yuv422> can you double check
[07:22:29] <Yuv422> chunkles is #10 I think
[07:22:39] <sbx> yeah
[07:22:44] <sbx> checking
[07:23:14] <sbx> oops
[07:23:20] <sbx> sorry i was checking the wrong object data
[07:23:26] <sbx> the one i use in dosbox
[07:23:31] <Yuv422> ah
[07:23:33] <Yuv422> :)
[07:23:45] <sbx> let me check those values from the nuvie data
[07:26:29] <sbx> 159d: 0f 0f, 414: 00 92, 1603: 25 7f, 15f1: a0 01
[07:28:32] <Yuv422> hmm
[07:29:02] <sbx> at that moment chuckles is asleep in his bed
[07:29:23] <Yuv422> hmm
[07:29:32] <sbx> obj #163 frame #
[07:29:33] <sbx> 1
[07:29:36] <sbx> #1*
[07:29:55] <sbx> oh thats the bed
[07:29:55] <sbx> hehe
[07:30:03] <Yuv422> 143?
[07:30:08] <Yuv422> 146
[07:31:18] <sbx> ?
[07:31:29] <sbx> oh at 414 its 92 00 not 00 92
[07:31:35] <sbx> dyslexic hexdump program
[07:31:38] * sbx shrugs.
[07:31:41] <Yuv422> is chuckles at 0x1605
[07:32:02] <Yuv422> wait no
[07:32:14] <Yuv422> 1603
[07:32:42] <sbx> 1603 is 0x62
[07:32:53] <sbx> then 0x09
[07:33:05] <Yuv422> that's what I've got
[07:33:11] <Yuv422> let see what that expands to
[07:33:58] <Yuv422> obj_n is 10 bits
[07:34:04] <Yuv422> frame number is the rest
[07:34:09] <Yuv422> 6 bits
[07:36:26] <Yuv422> so 226 2
[07:37:00] <Yuv422> wait
[07:37:06] <Yuv422> that's not right
[07:37:50] <Yuv422> 354
[07:37:59] <Yuv422> frame_n = 2
[07:41:47] <Yuv422> I'
[07:42:02] <Yuv422> I'll try loading Actors from 0x15f1
[07:42:39] <sbx> two Actors locations?
[07:43:36] <Yuv422> hey
[07:43:45] <Yuv422> guards are showing up now!
[07:44:02] <Yuv422> and horces
[07:44:04] <Yuv422> horses
[07:44:07] <sbx> ...
[07:44:14] <sbx> how?
[07:44:19] <sbx> what changed?
[07:44:36] <Yuv422> the temp npcs are displayed correctly
[07:44:40] <Yuv422> no more fireplaces
[07:44:57] <sbx> wonderful
[07:45:06] <sbx> you are loading actors only from 0x15f1?
[07:45:26] <Yuv422> the actor obj_n and frame_n from 0x15f1
[07:45:31] <sbx> what is at 0x400 then?
[07:45:39] <Yuv422> the same data
[07:45:44] <Yuv422> maybe it is the base data
[07:45:56] <Yuv422> but then that wouldn't explain sleeping
[07:46:09] <sbx> does the person sleeping get stored at both places?
[07:46:19] <Yuv422> ah another fireplace
[07:46:20] <Yuv422> :(
[07:46:45] <Yuv422> maybe you use the second lot for temp npcs.
[07:47:21] <sbx> can you commit change?
[07:47:53] <Yuv422> just insert this line
[07:48:01] <Yuv422> objlist.seek(0x15f1);
[07:48:27] <Yuv422> before the second for loop in loadActors()
[07:48:56] * sbx does so.
[07:50:02] <sbx> cool
[07:50:11] <sbx> still cant talk to guards :)
[07:50:28] <Yuv422> what does it say when you look at the guard?
[07:50:39] <sbx> Thou dost see a guard
[07:50:59] <sbx> i like it
[07:51:10] <sbx> but chuckles is not even asleep now
[07:51:19] <Yuv422> what's he doing?
[07:51:24] <Yuv422> standing on the bed?
[07:52:09] <sbx> yes
[07:52:42] <sbx> Thou dost see a jester
[07:53:02] <Yuv422> maybe we get temps from the second set and perms from the first set
[07:53:22] <Yuv422> unless we want to change from sleeping to normal in a perm then we use the second table.
[07:54:27] <Yuv422> heheh LB is sitting the wrong way around on his throne.
[07:54:37] <Yuv422> be back in a bit
[07:54:43] <Yuv422> just getting some food
[07:54:49] <sbx> he's a little dull
[07:55:04] <sbx> wow
[07:55:16] <sbx> at 12pm chuckles teleports to throne
[07:55:20] <sbx> and he is sitting in it correctly
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[08:35:50] <wjp> hi
[08:41:04] <sbx> yo
[08:53:23] <Yuv422> hey
[08:54:41] <Yuv422> what is the converse number for guard?
[08:55:09] <Yuv422> ah 202
[08:57:56] <Yuv422> hmm 202 does seem to appear in objlist
[09:00:03] <sbx> i dont see it in mine
[09:00:46] <Yuv422> hehe that should have been doesn't
[09:01:04] <sbx> oh i see
[09:01:55] <Yuv422> hmm perm mpcs seem to finish at 188
[09:02:04] <Yuv422> does that sound right?
[09:02:29] <sbx> yes
[09:02:45] <sbx> the empty spot represents that ending
[09:02:58] <Yuv422> so that might be why we are having trouble with the shines?
[09:03:23] <Yuv422> I wonder how the jester ended up sitting down?
[09:04:10] <sbx> the shrine problem is just because the numbers are 3 off for some reason
[09:04:30] <Yuv422> hmm
[09:04:42] <Yuv422> how do you mean?
[09:05:00] <sbx> if you look at the list you see that exodus is 3 before compassion
[09:05:26] <sbx> nuvie is loading the wrong shrines for each
[09:05:29] <sbx> its off about 3
[09:05:52] <sbx> so that nuvie thinks the shrine of honor is the shrine of justice
[09:06:03] <sbx> and valor is honesty
[09:06:36] <sbx> what we talked about before
[09:06:45] <Yuv422> I'm getting the object locations from 0x100
[09:08:35] <Yuv422> are you sure it's not a problem with loading from converse.a/b?
[09:09:08] <sbx> yes
[09:09:11] <sbx> it just loads them in order
[09:09:28] <Yuv422> maybe it is missing three?
[09:09:31] <sbx> however it is simple to resolve
[09:09:32] <sbx> yeah
[09:09:38] <sbx> just subtract 3
[09:09:45] <sbx> for npc num above 188
[09:09:51] <sbx> i mean, its not missing them
[09:10:10] <sbx> but the temp npc's mustve been a special case
[09:10:16] <sbx> temp npc's and shrines
[09:10:49] <sbx> but for some reason the guard is number 120something?
[09:11:25] <Yuv422> isn't guard 202?
[09:11:30] <Yuv422> 201 wisp
[09:11:31] <sbx> yeah
[09:11:35] <Yuv422> 202 guard
[09:11:44] <sbx> but his actor num
[09:12:09] <Yuv422> actor number is object number remember :)
[09:12:20] <Yuv422> right I'm changing that now. ;)
[09:12:28] <Yuv422> it's just too confusing! :)
[09:12:28] <sbx> hehe
[09:12:33] <sbx> the real npcs work
[09:12:39] <sbx> but talking to guards doesnt
[09:13:04] <sbx> it tries to load script for actor 127
[09:13:34] <Yuv422> what pos is the guard?
[09:13:37] <Yuv422> 127?
[09:13:51] <sbx> pos?
[09:14:10] <Yuv422> what is the number of the actor?
[09:14:12] <Yuv422> id
[09:14:36] <sbx> hmm
[09:15:00] <sbx> i can look at a_num again
[09:15:08] <sbx> oh wait nm
[09:15:23] <sbx> i dont know what his actor number is
[09:15:41] <Yuv422> id_n
[09:16:30] <Yuv422> hmm 128
[09:16:33] <sbx> 226?
[09:16:53] <Yuv422> how do you workout which converse script is needed?
[09:17:38] <sbx> if actor num is >= 99
[09:17:41] <sbx> its converse.b
[09:17:54] <sbx> and then i subtract 99 from it
[09:18:01] <Yuv422> ah k I see
[09:18:49] <sbx> the actor num from get_actor_num was 226
[09:19:00] <Yuv422> my guard is 227
[09:19:08] <sbx> which one are you looking at?
[09:19:23] <Yuv422> outside the castle
[09:19:29] <sbx> me too
[09:19:32] <Yuv422> but I have no guard inside
[09:20:20] <sbx> temp. npcs are confusing
[09:20:24] <sbx> im tired
[09:20:27] <sbx> see you later
[09:20:33] <Yuv422> k cya
[09:20:34] <sbx> i almost fell asleep :)
[09:20:44] <Yuv422> what time is it for yoiu?
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[09:21:19] <sbx> hi
[09:21:26] <Yuv422> that was quick
[09:21:29] <sbx> its almost 4:30AM here :)
[09:21:33] <sbx> sorry
[09:21:33] <Yuv422> Ouch!
[09:21:36] <Yuv422> hehe np
[09:21:37] <sbx> k
[09:21:39] <sbx> bye
[09:21:41] <Yuv422> cya
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[13:35:25] <Yuv422_> bed time
[13:35:44] <Yuv422_> hmm I'll just commit some more objlist info
[13:37:36] <Yuv422_> cya
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